Space Engineers

Space Engineers

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VulpineMachine 27 out. 2013 às 8:10
Angular Momentum, Tethering, and Parallax
First, this game is already on the right track, great job so far. Second I've read the notes and design decisions, and I fully understand the desire to simplify the game environment via fixed objects. However, no matter the level of challenge, I think nearly every voice in this community is supportive of objects maintaining conservation of angular momentum (as in they rotate at a given rate until otherwise changed). And, mass increases (and subsequent radius increases should affect that rotation). So building super massive stations on an asteroid should slow the rate of rotation some. Perhaps installing "asteroid-grade" gyroscopes could help stabilize rotating objects of supermassive size.

Personally I'd like to see massive ships crashing into asteroids having an effect on asteroid movement.

However, before I get super far ahead of myself. One of the major issues might be docking lots of ships around an asteroid. Afterall, wouldn't that alter the radius of the center of mass (and consequently change the angular momentum)? Yes, UNLESS... you created a device you can put on a ship to "tether" at a fixed distance from a station. It could auto fire it's thrusters to maintain distance without ever touching a station (and thereby creating some unruly scenarios involving physics of structural stress and aforementioned increase in radius.)

I feel for the most part we can assume most asteroids we can interact with are assumed to be in nearly identical orbits around the star. Given that, only the smallest amount of rotation needs to be given to the asteroids in the game space to make the world feel alive. Furthermore, in order to make the whole games pace come alive, the asteroids in the back ground just need to have parallax and that alone would significantly improve the "depth" and "aliveness" of the game space.

Feasible? I think so, I hope so.
Postado a: 27 out. 2013 às 8:10
Comentários: 0