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Messages - Mondaymonkey

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736
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 10, 2020, 09:10:52 AM »
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Wouldn't the immense depths of a typical water world just crush anything at the bottom into a solid, immovable orb?

Oh, dude, that is a theoretical mechanic combined with a "sopromat"(unable to translate). Crystalline substances will get more solid only until some point, where pressure start to disturb inner connections between a material's particles (atoms\molecules). That will make them more like a wet clay, than solid. Basically - amorphous transformation. No one ever reach that pressure (equivalent to a 20+ km depth) in a large scale in the lab, so this is no more than theory. But non of that matters, in fact, because any material loose it's properties and gain new ones as you change it size. Have you ever hear about a nanotechnology stuff? Same weird magic if enlarge any common object to a planetary scale. So I doubt if anyone can give you an answer, will this immovable orb be so immovable.

And yes, of course, all of was said is about cool planetary cores, below melting point. Tectonic planets have large chances to be really hot inside, even if surface is frozen, and that means liquid core that will remain liquid and tectonic active. No pressure will make liquids be solid above melting point.

737
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 09, 2020, 12:48:13 PM »
Not tranquil, no. It can have an extremely unstable surface. What the difference? Amount of an energy, distributed by waves and amount of a water mass is moved. Those values determine the wave length and amplitude.

Winds, surface explosions, smaller object impacts can do terribly destructive waves, but short length.  Only thin upper layer will be disturbed, no significant mass movement. That type of hazard can obliterate an outer sheathing of a large structures, but nothing more, as the structural deformation areas are small (can not be larger than wavelength if no resonance).

Tectonic activities, underwater explosions and really large meteor impacts are able to move entire depth of an ocean creating wave as long as much allow an energy amount. Structures, that have size, compared to a wavelength will suffer deformation areas up to a wavelength size. No matter what material is used in a structure, an interaction transfer rate of a material is not infinite, so scaling up dynamic deformation areas will sooner or later makes it or crack or bend. First will rip apart a structure, second means it need a flexible joints to repeat current surface shape. Flexible joints will do any production more complicated as there will be no stable horizontal level. Also it is mean a much faster joint deterioration = hight maintenance.

Tidal forces can move entire ocean, but you need a planet-sized structure to feel it.

I am terribly sorry. It is looks like I am not able to translate all amount of explanation into english.

738
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 09, 2020, 10:19:25 AM »



P.S. I am true Photoshop God!

739
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 09, 2020, 08:56:52 AM »
Off course, if ocean is deep there would be no 10 km tall tsunami. However, an earthquake-produced wave still remains as a couple meter tall hill-of-water, with a many kilometers-sized basis. It is harmless to a small floating objects, like boats, but a larger scale object, like floating cities or industrial megastructures have a size, comparable with giant wave. That means they will suffer a dynamic deformation, much worse than just "ordinary waves" or "tides". In addition, there are no dry land, so the earthquake-produced wave will round a planet and hit again and again.

I am not agree, that tectonic activity should be removed from a water planets. Modern cruise liners already have a minor deformation problems on a earthquake-produced wave hit, and they are tiny, compared to wave size.

740
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 09, 2020, 04:31:54 AM »
Well, you can always:

"boggledMillerUreyDeviceFixesGravityConditions":true,
"boggledMillerUreyDeviceFixesTectonicConditions":true,

Boring as it can be. Your choice, thought. 

Quote
How would you realistically stabilize a planet's tectonic plates though?

Spoiler
[close]

741
Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 09, 2020, 01:34:17 AM »
Like that?
[close]

There are only 4 "High command" as no siphon. Sometimes it is 15 FPS, usually 20-30. But no melting.

742
Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 09, 2020, 01:02:31 AM »
I was curious, what if I build all three astropolises and a siphon, and then construct a "High command" on all of the five marcets?


Some fleets are invisible due to magnetic field, but they are there.
[close]

The answer is: my CPU MELTING. OK, fine, I have some serious cooling issues on the laptop after a cat provoked incident. Still, I assume, that can be performance problem even to a non-damaged computer.

743
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 08, 2020, 11:37:21 PM »
"Tectonic Activity" and "Pollution" modifiers somehow from a planet that's already Terran? Will the MUD solve that for me?

"Tectonic Activity" - NO. Same thing is to a "hight\low gravity" and "no light". You can not improve that.

"Pollution" - YES. You do not need a MUD to do this. "Atmosphere Adjuster" structure will do the job. Slow and costly, tho'.

Advice: you do not need to hunt "perfect" system. Hazard modifiers are no more than small upkeep increase. Hight "accessibility" grants huge income, able to overlap even 275% hazard rating penalty. Besides, it is boring to have all the planets of a same terran type. Where would you seed lobsters? Just choose "good enough" system.

744
Suggestions / Re: Player Faction Customization Options
« on: March 08, 2020, 12:40:56 PM »
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2. The player is given a budget based on current planet/ faction level, and then can select hulls and loadouts for npc patrol and security fleets the faction will use.

Isn't it already implemented? OK, yes, you can't select loadouts directly, but isn't faction weapon prioritization has similar effect?

745
Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 08, 2020, 12:32:45 PM »
You are welcome!

Small question: what is the ore/transplutonics deposits mechanic for a mining station? Or is it stable at a moderate level?

Also, it is looks like player is able to sell the "mining" industry in a mining stations and siphons to clear a slot for another structure. That conversion makes them equal to astropolis, regardless is it a bug or a feature.

746
Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 08, 2020, 10:14:55 AM »
Picture here.
[close]

This is Aka Mainyu in the Duzahk system. An astropolis, builded around, periodically dives into a corona, almost touching a photosphere. I doubt, it is possible to achieve a stable orbit with that radius if so close to a incomparably larger star.

Suggestion is or decrease an astropolis orbit radius if close to a larger object, or disallow building an astropolis in such conditions. Alternatively, both can be applied exclusively to Aka Mainyu, as it is looks like the only object, having that issue in the core worlds, and I have never seen similar generated in the outer systems. Lots of players colonizing the Duzahk, so it can be useful.

UPD: I was little bit wrong. Actually, I haven't check. Magec and Tyle systems have similar gas giants.

747
Discussions / Two small questions
« on: March 07, 2020, 08:56:20 AM »
1. Is there are any mod, that allow currently inactive (but autofiring) weapon group to target a mouse position, not center of a target enemy ship?

2. Is there are any thread for asking such a small questions? Have not found one.

748
Suggestions / Re: Salvaging
« on: March 07, 2020, 08:40:53 AM »
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But again the randomness will screw you up

In a game, where "recovery potential" exist, there are no need in randomizing that factor. Player just choose among all disabling vessels, based on their price.

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what if you want to recover some rare frigates and just so happens that a single capital ship eats up all of the ''recovery potential'' points leaving you with basically no choice.

That is the reason to have bigger recovery potential. Where you say "no choice" all I can hear is "FUN!!!".

749
Suggestions / Re: Salvaging
« on: March 07, 2020, 08:15:51 AM »
Alternative suggestion: Why not just tie a recovery potential to player's level and salvaging skills?

What the hell is "recovery potential"? Value, that determine how many ships player can recover after a battle, based on their DP cost. Example: if your recovery potential is 120, you can recover a three onslaughts, 24 wolfs or 2 paragons. Obviously, 120 is a hight value, gained on a high level. Formulae should be like: "C+L*S*R", where C is the minimal constant, L - player's level, S and R- based on a "salvaging" and "recovery operation"(S=1, R=1 if none leaned). Low level player will not be able to recover too large object in that case. Recovering your own disabled vessels should be cheaper, than enemy's.

750
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.0)
« on: March 05, 2020, 07:41:02 AM »
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It's more complicated to do this than you may think

I think it is probably as hard, as having sex in a 69-way in a standing position in a hammock. ©

I am aware that game have no build-in instruments, that can help you. Creating them is basically equal to making your own game inside existing one. That is main reason I don't ask you to do so. Let the barren planets remain barren. There are still many things, way more easier and needful, you can do instead of that.

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