#Emergency maneuvering at astrogation insertion.

1 messages · Page 1 of 1 (latest)

viral wren
#

I know I said I wouldn't suggest this but I can't stop thinking about it. my idea is when you are exiting astrogation fast travel. A number of seconds will be added to the "cutscene" showing your ship flying over the roids. your crew will count down the time until you are in the ring plane and your ship will be able to collide with the roids.

this is so if you know you are going to hit something, you can maneuver while you are still above the ring plane if you need to, but at a cost. the only 2 things I can think for a good cost of doing this is, burning above the ring plane will attracted pirates to you location. the other one is that you will be fined for doing doing it. I would like to hear more interesting idea for consequences. I would probably have a "allow emergency maneuver above the ring plain" button in the tuning menu so new player don't accidentally triggered the consequences. that will also give a place where you can say what the consequences are to the player.

this will give a chance for player to avoid catastrophic damage from exiting out of astrogation straight into an object. it would essentially be giving the players a few seconds of noclip. hopefully this could make koder's job a little easer since not as much effort needs to be put into making sure the exit point is free of objects.

hoary valley
#

You’d have to pivot in 3D; it wouldn’t be instant.

viral wren
# hoary valley You’d have to pivot in 3D; it wouldn’t be instant.

are to talking about fluff wise or game engine wise. fluff wise, such things are already happening when you astrogate, and it doesn't show any pivoting in 3D. game engine wise it would be like noclip until the timer runs out, if you are 'on top" of an roid when the timer runs out, then you 'crashed' into the roid.

hoary valley
#

We can’t insta-astrogate gameplay-wise.

#

It takes a bit.

viral wren
hoary valley
#

“Jumping into The Third Dimension” (spooky theramin noises) wouldn’t be instant either; you gotta apply thrust.

viral wren
hoary valley
#

Agree.

#

But the difference in doing that in ships of differing performance is substantial; I’m not gonna see a ringroid, press “Jump!” and move 300 meters up instantly.

#

It’d just be a normal dodge (in a direction we can’t go usually).

#

No strapping a cloaking device to a Cothon.

viral wren
viral wren
# hoary valley Agree.

ah, I think see where the misunderstanding came from. I added a small clarification to my text

hoary valley
#

How about you choose when to drop back in?

viral wren
# hoary valley How about you *choose* when to drop back in?

Not a bad idea, I think lore wise pirates have a lot easier time see your drive plum if you thrust outside the rings plain. So I think you normally don’t thrust until you are in the plain, and thus don’t normally choose when you drop in. Though if that was true then every astrogation would take a long time since you would be waiting half an orbit for your ship to intercept the plains again. So I don’t actually know how astrogations work.

paper summit
# hoary valley How about you *choose* when to drop back in?

the orbital mechanics wouldn't make sense for that. when you astrogate you adjust your inclination so that you travel up (or down) out of plane of the rings, and your descending/ascending node (dependent on which direction you burned out of the rings) lines up with your target so that as you arrive at your target you pass through the plane of the rings and can perform an insertion burn back into the same inclination. you'd need to perform a vertical burn just to avoid entering the rings again, not one to enter them. i think that it would work if you set up a visible HUD element showing where you will cross planes at given your current course and lateral velocity, allowing the player to adjust trajectory for a couple seconds before entering the game's physics environment.

hoary valley
#

Just hover

#

our ships can pull fractional-g and refuel

#

just spend dV to "hover" outside the ring by constantly thrusting "down" into the plane of the ring

#

it's constantly adjusting the orbit but that's fine

viral wren
viral wren
violet sky
#

I personally feel like automatically initiating a flip when you start astrogation would be a smart automated move, which would help the problem we're talking about. But at the same time, I know you'd see weirdness in-game, like a flip not being completed by the time you come out of astrogation, for really heavy ships.

I feel like giving you manual control over where you enter the plane would introduce the plane as a gameplay element. Right now we have some justifications about why we don't navigate out of plane, but no control over it. If we offer a little control over it, it becomes a question why we don't offer a little more.

#

Not entirely sure that's a bucket of gameplay worms that's easy to develop, earns us a lot in terms of fun, wouldn't introduce its own problems/cheese options, etc.

#

Even just offering a span of non-collision maneuvering time, with a countdown to insertion has its own problems - like the chance we might turn collisions back on during an overlap, which usually has very violent results in the game's physics.

#

None of this is to say that your problem isn't worth solving or your solutions aren't worth considering. Just to say . . . it's complicated, and we've thought about this specific issue a lot

hoary valley
#

I feel like when leaving astrogation, the ship should be flipped automatically.

paper summit
sharp harbor
sharp harbor
sharp harbor
violet sky
viral wren
# sharp harbor To, a point to make, if you go noclip your cargo goes away. That's why you don't...

ah, I did not realize that. I'm guessing it's harder than I can imagine to make it so you only turn off collision with large roids while still having collision with ore chunks. though even if that is possible, if you fly "over" a ||uranium cave you will collide with all of the crystals|| . 🤔 then there would be the fact that you would have to turn off collision between ore chunks and roids... yeah, I can now see how this get more complicated then I expected.

violet sky
#

Turning physics off and on again can be a real violent event. Don't stop thinking about it; player solutions are a great resource. We just have to make it fit into the constraints of the engine, in a way that's time-effective to implement.

viral wren
# violet sky Turning physics off and on again can be a real violent event. Don't stop thinkin...

if I want to keep pushing this idea. (debatable at this point) I would suggest something like freeze everything the ship is carrying / holding to the ship and give them all no clip during the Emergency maneuvering. disable the player from opening the cargo hold or undocking anything until the player is inline with the rings. but that leads to other probelms.

side note, is the engine not able to "lock" ores position relative to the ship that is carrying it? there was a bug I found earlier where I thought koder was going lock the ore to the companion drone to fix it but he went with another solution. that and some of the things said here makes me wonder if doing that is harder then I released. (insert Dunning Kruger effect here)

sharp harbor
neon marsh
sharp harbor
neon marsh
violet sky
neon marsh
violet sky
#

What we're saying is that it's only useful during that time, because if you try to do it at any other time, physics and the game spaz out. The inverse correlation being it is not a useful solution when you're entering the ring, because physics will spaz out.

neon marsh
violet sky
#

It would be super-useful entering the ring, we all agree on that. What we're saying is that it doesn't work, because the game spazzes if you try.

When you leave the ring, we use it so that ship damage and cargo/salvage loss doesn't occur after you lose control, but before the transition.

#

Or, alternately, so you don't retain cargo that is visibly lost. Either way.

#

Re-enabling physics being a violent event is also why cargo containers are on arms, instead of snapping onto a mount.

neon marsh
violet sky
#

Restoring or taking control away is easy. That's just allowing or disallowing input. Turning physics off and then on again is where spaz happens.

viral wren