#Better Asteroid Belts

1 messages · Page 1 of 1 (latest)

little tundra
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We've probably all seen Dres. And we've undoubtedly thought that it needed more work.

And with resource extraction and colonies, I believe we may need a big rework on them- Personally, I only see one way this could go. A big circle of static colliding asteroids, rotating at orbital velocity around the planet... This allows for colony building, directly on the asteroids.

However I just figured that it can't work like that. Based on orbital velocity, all asteroids can't go at the same speed.... So instead the area where the player enters the belt will have to be generated, and that's a whole lot of work. Dang.

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Better Asteroid Belts

little tundra
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It's never been shown, never been thought, but a colony directly implanted onto an asteroid inside of a belt could be absolutely stunning.

Sadly, I have no media to back this up with. Yet. In the meantime, I believe Elite Dangerous is one of the best examples. Sadly, it doesn't have complicated physics like KSP does. So we'll have to come up with something.

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At least, the biggest thing to do would be some sort of fog... Harnessing the power of the clouds could perhaps shed light on how to do such a thing. Dust and all...

Then the biggest part would be the actual asteroids. They have to have colliders, and they have to be quick with it. Going head on into an asteroid belt should never be a good time!

Time Warp should account for it as well, otherwise players will be able to warp through.

analog dune
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Asteroid Station From For All Mankind:

little tundra
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Ooh that's pretty cool

little tundra
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Adding to this the EA launch cinematic shot of an Orion driven ship going through the asteroid belt of an unknown planet
-# I probably shouldn't have, watching these old videos make me feel miserable-

burnt cobalt
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Adding collisions to larger bodies in a planetary ring sounds like a cool idea but I'm afraid it could have a significant performance impact

little tundra
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Oh having so many colliders would absolutely be horrific... So many workarounds will have to be thought of-

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So far I've thought of generating the area around vessels as moving scatter with colliders given a distance that warrants it

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I am sadly no game dev, I wish I was though, ourgh.

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Deffos would love to help on that

burnt cobalt
little tundra
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And the moving part I suppose-

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They really looked like particles to me

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Zooming past so fast,,

burnt cobalt
little tundra
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Oh-

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Well dang.

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So it's a wonder how it'd work... I believe researching better scatter and adding collisions to large ones would be the way to go

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That'd mean improving performance around them, and figure out what happens with greater numbers of them-

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I think I remember ShadowZone interviewing Nate about Scatter at some point a few years back during the launch of EA, mentioning the goal was to bring it to much higher extents, perhaps even to Parallax's degree ( I suspect, he didn't say that of course- )

wanton ledge
little tundra
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I don't know,,,