Difference between revisions of "Rescaling experiment"

From Elite Wiki
(Clarification: it was the scanner range that was reduced, i.e. arena #2 not #1.)
(Links: Added another)
 
(13 intermediate revisions by the same user not shown)
Line 1: Line 1:
Almost for as long as oolite has existed, various discussions have arisen concerning the issue of scale. There have been two main points of contention:
 
  +
[[File:Scale Oolite-011.jpg]]
  +
<div style="clear:both"></div>
   
1. Planets, suns (stars), distances are all rather small
 
  +
Almost for as long as [[oolite]] has existed, various discussions have arisen concerning the issue of scale. There have been two main points of contention:
   
2. Ships are rather big (roughly three times bigger than in the elite manual - the game that oolite draws heavily from)
 
  +
::1. Planets, suns (stars), distances are all rather small
  +
  +
::2. Ships are rather big (roughly three times bigger than in the [[The Space Traders Flight Training Manual|manual]] which came with [[Classic Elite|Elite]] - the game that oolite draws heavily from)
   
 
By no means was there a consensus that these issues were worth bothering about, or even that they could be improved upon without 'breaking the game'. Then in late 2013/early 2014 it was argued that both issues could be addressed without major upheaval and a basic plan was proposed with which to do so.
 
By no means was there a consensus that these issues were worth bothering about, or even that they could be improved upon without 'breaking the game'. Then in late 2013/early 2014 it was argued that both issues could be addressed without major upheaval and a basic plan was proposed with which to do so.
Line 9: Line 12:
 
A third issue was also highlighted:
 
A third issue was also highlighted:
   
3. The ships are all rather similar in size. The biggest freighter is only a few times bigger than the smallest fighter.
+
::3. The ships are all rather similar in size. The biggest freighter is only a few times bigger than the smallest fighter.
   
 
Again, some didn't see this as a problem. However, with a lot of help, and quite a bit of experimentation, the necessary source code alterations for a rescaled oolite were presented in late 2014. In early 2016 an updated version for Oolite 1.83 was released and feedback is very much welcome.
 
Again, some didn't see this as a problem. However, with a lot of help, and quite a bit of experimentation, the necessary source code alterations for a rescaled oolite were presented in late 2014. In early 2016 an updated version for Oolite 1.83 was released and feedback is very much welcome.
Line 16: Line 19:
   
   
'''Why bother?'''
+
== Why bother? ==
   
 
The goal is not for a 'realistic' scaling of everything in the game, rather it is for the scaling to be a little less 'immersion breaking' than that of the standard game.
 
The goal is not for a 'realistic' scaling of everything in the game, rather it is for the scaling to be a little less 'immersion breaking' than that of the standard game.
   
 
For example:
 
For example:
Stations that don't make the planets look really small
+
:Stations that don't make the planets look really small
+
:Fighters that don't make freighters look small
Fighters that don't make freighters look small
+
:Stations and 'big ships' that don't make the system look small (by being visible almost the entire trip from witchpoint to main station)
+
:Suns that don't look utterly tiny (but admittedly, still look small...)
Stations and 'big ships' that don't make the system look small (by being visible almost the entire trip from witchpoint to main station)
 
 
Suns that don't look utterly tiny (but admittedly, still look small...)
 
   
 
So scaling is not truly 'fixed' or 'corrected', instead some of its edges are smoothed in order to make its inaccuracies less glaring.
 
So scaling is not truly 'fixed' or 'corrected', instead some of its edges are smoothed in order to make its inaccuracies less glaring.
   
 
  +
[[File:Anaconda size vs 750 cargo cannisters.png|thumb|right|320px|Captain Beatnik's analysis of [[Anaconda (Oolite)|Anaconda]] size vs 750 cargo cannisters]]
'''How does it work?'''
+
== How does it work? ==
   
 
Essentially the experiment functions by recognising two different arenas in which the player operates (where issues of scale are apparent):
 
Essentially the experiment functions by recognising two different arenas in which the player operates (where issues of scale are apparent):
   
1. Space or the 'system' in which the player is currently operating - The travel arena (enlarged by a factor of 3.3 for this experiment).
+
::1. Space or the 'system' in which the player is currently operating - The travel arena (enlarged by a factor of 3.3 for this experiment).
   
2. The range of the player-ship scanner - The combat arena (reduced to 0.5 of its normal size).
+
::2. The range of the player-ship scanner - The combat arena (reduced to 0.5 of its normal size).
   
 
So, planets, suns and distances are all bigger. For that to remain interesting, the torus drive has been made considerably more powerful.
 
So, planets, suns and distances are all bigger. For that to remain interesting, the torus drive has been made considerably more powerful.
Line 46: Line 49:
 
There are also a few cosmetic changes to exploit the possibilities of a rescaled oolite:
 
There are also a few cosmetic changes to exploit the possibilities of a rescaled oolite:
   
Greater distance from witchpoint to planet
+
:Greater distance from witchpoint to planet
  +
  +
:Reduced distance (proportionally speaking) from planet to main station
  +
  +
:Some of the larger ships remain at their original size (but not speed) to spread out the range of ship sizes.
  +
  +
  +
== Like to try it for yourself? ==
  +
  +
Some things that can be fixed by OXP have not yet been addressed in the code (e.g. sun to planet distances) but testers are very welcome to try it out and hopefully report their experience of using it on the relevant thread: http://aegidian.org/bb/viewtopic.php?f=2&t=16159&sid=e96495afedfdd1147935d575112103bf
  +
  +
A link to the build for '''windows''' computers can be found [http://aegidian.org/bb/viewtopic.php?p=269850#p269850 here] (2020).
  +
  +
Some of the leading researchers are [[User:Redspear|Redspear]] and [[User:Diziet Sma|Diziet Sma]].
  +
  +
== Links ==
  +
*[[Jane's Galactic Shipset‎]] - the first OXP to be produced, rescaling the [[Shipset]] of the [[Vanilla game]]
   
Reduced distance (proportionally speaking) from planet to main station
 
  +
*[[Distance (Oolite)]]
   
Some of the larger ships remain at their original size (but not speed) to spread out the range of ship sizes.
 
  +
*[[Guide to Ambience OXPs]] - compares the various OXPs which tweak the sun-planet distances (''not'' part of this project)
   
'''Like to try it for yourself?'''
 
  +
*[http://www.aegidian.org/bb/viewtopic.php?f=2&t=13343 Sizes and scale in Oolite (again)] (2013) Inside of a Coriolis Station
  +
*[http://aegidian.org/bb/viewtopic.php?f=2&t=5872 Oolite ships dimensions... feet or meters?] (2009)
  +
*[http://www.aegidian.org/bb/viewtopic.php?f=2&t=2796 Size is everything!] (2007): an early grumble about scale
   
Some things that can be fixed by oxp have not yet been addressed in the code (e.g. sun to planet distances) but testers are very welcome to try it out and hopefully report their experience of using it on the relevant thread: http://aegidian.org/bb/viewtopic.php?f=2&t=16159&sid=e96495afedfdd1147935d575112103bf
 
   
A build for windows computers can be found [https://drive.google.com/file/d/0BwG6R5Qjd1f2Rm8tTWxoa2ZzZ00/view?usp=sharing here].
 
  +
*[https://www.deviantart.com/dirkloechel/art/Size-Comparison-Science-Fiction-Spaceships-398790051 Size Comparison] - Science Fiction Spaceships By DirkLoechel (Deviantart, 2013)
   
[[Category:Oolite]]
+
[[Category:Oolite]] [[Category:Concepts]]

Latest revision as of 22:52, 23 December 2021

Scale Oolite-011.jpg

Almost for as long as oolite has existed, various discussions have arisen concerning the issue of scale. There have been two main points of contention:

1. Planets, suns (stars), distances are all rather small
2. Ships are rather big (roughly three times bigger than in the manual which came with Elite - the game that oolite draws heavily from)

By no means was there a consensus that these issues were worth bothering about, or even that they could be improved upon without 'breaking the game'. Then in late 2013/early 2014 it was argued that both issues could be addressed without major upheaval and a basic plan was proposed with which to do so.

A third issue was also highlighted:

3. The ships are all rather similar in size. The biggest freighter is only a few times bigger than the smallest fighter.

Again, some didn't see this as a problem. However, with a lot of help, and quite a bit of experimentation, the necessary source code alterations for a rescaled oolite were presented in late 2014. In early 2016 an updated version for Oolite 1.83 was released and feedback is very much welcome.

The relevant thread on the bulletin boards can be found here.


Why bother?

The goal is not for a 'realistic' scaling of everything in the game, rather it is for the scaling to be a little less 'immersion breaking' than that of the standard game.

For example:

Stations that don't make the planets look really small
Fighters that don't make freighters look small
Stations and 'big ships' that don't make the system look small (by being visible almost the entire trip from witchpoint to main station)
Suns that don't look utterly tiny (but admittedly, still look small...)

So scaling is not truly 'fixed' or 'corrected', instead some of its edges are smoothed in order to make its inaccuracies less glaring.

Captain Beatnik's analysis of Anaconda size vs 750 cargo cannisters

How does it work?

Essentially the experiment functions by recognising two different arenas in which the player operates (where issues of scale are apparent):

1. Space or the 'system' in which the player is currently operating - The travel arena (enlarged by a factor of 3.3 for this experiment).
2. The range of the player-ship scanner - The combat arena (reduced to 0.5 of its normal size).

So, planets, suns and distances are all bigger. For that to remain interesting, the torus drive has been made considerably more powerful.

Some ships (but not all) have been made smaller. For combat to remain similar to the standard game, ship speed, scanner range and laser ranges have also been reduced.

So, ships (generally) are smaller but they must come closer to engage in combat. The scanner range is smaller but takes just as long to cross as before (reduced speeds). Space is bigger with greater travel distances but the torus drive is significantly more powerful to compensate for that.

There are also a few cosmetic changes to exploit the possibilities of a rescaled oolite:

Greater distance from witchpoint to planet
Reduced distance (proportionally speaking) from planet to main station
Some of the larger ships remain at their original size (but not speed) to spread out the range of ship sizes.


Like to try it for yourself?

Some things that can be fixed by OXP have not yet been addressed in the code (e.g. sun to planet distances) but testers are very welcome to try it out and hopefully report their experience of using it on the relevant thread: http://aegidian.org/bb/viewtopic.php?f=2&t=16159&sid=e96495afedfdd1147935d575112103bf

A link to the build for windows computers can be found here (2020).

Some of the leading researchers are Redspear and Diziet Sma.

Links

  • Guide to Ambience OXPs - compares the various OXPs which tweak the sun-planet distances (not part of this project)


  • Size Comparison - Science Fiction Spaceships By DirkLoechel (Deviantart, 2013)