Difference between revisions of "Satellites"
(Created page with "==Overview== This OXP adds satellites to the main planet, plus any secondary planets that may be available through Additional Planets. ==Satellite Type...") |
Cholmondely (talk | contribs) (Added pictures) |
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+ | [[File:Surveillance Satellite.png|thumb|right|320px|Surveillance Satellite]] |
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==Overview== |
==Overview== |
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This OXP adds satellites to the main planet, plus any secondary planets that may be available through [[Additional_Planets|Additional Planets]]. |
This OXP adds satellites to the main planet, plus any secondary planets that may be available through [[Additional_Planets|Additional Planets]]. |
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+ | {{QuoteText|Text=Ideas with a revolutionary potential sometimes remain underestimated or just unnoticed! |
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+ | |||
+ | This is the case for the Satellites OXP (author – Rorschachhamster). Seemingly just a nice exercise in coding and just one more OXP in the Ambience category. |
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+ | |||
+ | But, it is a jolly hard task to simulate true orbital dynamics in Oolite: |
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+ | |||
+ | In the real world, the calculation of orbital dynamics is based on the integration of acceleration vectors and on the energy conservation law. If you have no acceleration produced by a propulsion engine, your total energy (sum of kinetic and potential energy) would have a constant value. So on an elliptic orbit you’ll trade velocity for altitude and vice versa. |
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+ | |||
+ | In Oolite we have no gravity nor energy. Acceleration is limited to propulsion acceleration/deceleration parameter thrust and this is not a vector value – it is just the rate of change of ship speed. So we need some trick to simulate true orbital dynamics – calculating the ship's position for the next frame and placing the ship directly into it. |
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+ | |||
+ | Unfortunately JavaScript is not a suitable instrument for smooth dynamic simulations! It generates only 4 fps, so you’ll see the jerky sequence of frames instead of a decent illusion of smooth movement. |
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+ | |||
+ | Bad idea. Forget it. |
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+ | |||
+ | Satellites OXP uses a more elegant approach, based on AI behavior. It generates a realistically looking pattern of circular movement around a planet without sophisticated mathematics.|Source=Source: Stranger's introduction to his Orbital Stations OXP}} |
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+ | |||
+ | [[File:COMLR Satellite.png|thumb|right|320px|COMLR Satellite]] |
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==Satellite Types== |
==Satellite Types== |
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There are 4 different types of satellite that can be added to a system. |
There are 4 different types of satellite that can be added to a system. |
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==Download== |
==Download== |
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− | Download [[Media:Satellites.oxz|Satellites.oxz]] v1.09 (downloaded {{#downloads:Satellites.oxz}} times).<br/> |
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+ | *Through the in-game [[Expansions Manager]], or |
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+ | *Download [[Media:Satellites.oxz|Satellites.oxz]] v1.10 (downloaded {{#downloads:Satellites.oxz}} times).<br/> |
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==License== |
==License== |
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==Version History== |
==Version History== |
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+ | 1.10 |
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+ | * Fixed small bug that was preventing 2 satellite types from having their beacons hidden on secondary planets. |
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+ | <div class="mw-collapsible mw-collapsed" data-expandtext="Show older" data-collapsetext="Hide older" style="overflow:auto;"> |
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1.09 |
1.09 |
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* Fixed bugs with Library interface. |
* Fixed bugs with Library interface. |
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1.05 |
1.05 |
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− | * Added check if mainplanet is |
+ | * Added check if mainplanet is existent, in case of nova system... and corrected versions in scripts. |
1.04 |
1.04 |
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1.03 |
1.03 |
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− | * ...and if you change the texture names, you should change the names in the model.dats as well... and I should |
+ | * ...and if you change the texture names, you should change the names in the model.dats as well... and I should probably test before I release a "fixed" version. Sorry. |
1.02 |
1.02 |
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− | * --and deleted a paste and copy error... |
+ | * --and deleted a paste and copy error... |
1.01 |
1.01 |
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− | * Changed the roles, models , textures etc. to more unique names to avoid |
+ | * Changed the roles, models , textures etc. to more unique names to avoid compatability issues, thanks again to Eric Walch. Corrected the demoship.plist, so that all 4 satellites can be seen... |
1.0 |
1.0 |
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* Original release. |
* Original release. |
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+ | </div> |
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+ | |||
+ | == Links == |
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+ | *[[Dragonships]] - Rorschachhamster's other oxp |
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+ | == Quick Facts == |
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+ | {{OXPLevel}}{{IconOXP|ooVersion = "1.80"|oxpCPU = "Low"|oxpMEM = "Low"|oxpGPU = "Low"|oxpIsConfigurable = true}} |
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+ | [[Image:IconLib.png|48px|right|link=Library|alt=Config options available through 'Library']] |
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{{Infobox OXPb| title = Satellites.oxz |
{{Infobox OXPb| title = Satellites.oxz |
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− | |version = 1. |
+ | |version = 1.10 |
− | |release = 2017- |
+ | |release = 2017-10-12 |
|license = CC BY-NC-SA 3.0 |
|license = CC BY-NC-SA 3.0 |
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|features = Satellites |
|features = Satellites |
Latest revision as of 16:39, 21 November 2021
Contents
Overview
This OXP adds satellites to the main planet, plus any secondary planets that may be available through Additional Planets.
Ideas with a revolutionary potential sometimes remain underestimated or just unnoticed!
This is the case for the Satellites OXP (author – Rorschachhamster). Seemingly just a nice exercise in coding and just one more OXP in the Ambience category. But, it is a jolly hard task to simulate true orbital dynamics in Oolite: In the real world, the calculation of orbital dynamics is based on the integration of acceleration vectors and on the energy conservation law. If you have no acceleration produced by a propulsion engine, your total energy (sum of kinetic and potential energy) would have a constant value. So on an elliptic orbit you’ll trade velocity for altitude and vice versa. In Oolite we have no gravity nor energy. Acceleration is limited to propulsion acceleration/deceleration parameter thrust and this is not a vector value – it is just the rate of change of ship speed. So we need some trick to simulate true orbital dynamics – calculating the ship's position for the next frame and placing the ship directly into it. Unfortunately JavaScript is not a suitable instrument for smooth dynamic simulations! It generates only 4 fps, so you’ll see the jerky sequence of frames instead of a decent illusion of smooth movement. Bad idea. Forget it. Satellites OXP uses a more elegant approach, based on AI behavior. It generates a realistically looking pattern of circular movement around a planet without sophisticated mathematics. |
Source: Stranger's introduction to his Orbital Stations OXP |
Satellite Types
There are 4 different types of satellite that can be added to a system.
Surveillance Satellites
These satellites are designed to map and scan planetary regions, down to a very fine detail level.
COM and COMLR Satellites
These satellites aid and facilitate intra- and inter-planetary communications.
Satellite Telescope
These satellites are designed to scan deep space for anomalies (like Thargoid invasion craft or rogue comets and asteroids).
Download
- Through the in-game Expansions Manager, or
- Download Satellites.oxz v1.10 (downloaded 1773 times).
License
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
Version History
1.10
- Fixed small bug that was preventing 2 satellite types from having their beacons hidden on secondary planets.
1.09
- Fixed bugs with Library interface.
1.08
- Destroyed satellites will stay destroyed in the current system until you leave.
- Small bugfix in the save game routine.
1.07
- Small bugfix in the new populator.
1.06
- Reworked populator methods to use new functions, and to make the number and types of satellites the same in each system.
- Added satellites to any extra planets in the system.
- Added Library config options to turn off beacons and control the number of satellites spawned.
1.05
- Added check if mainplanet is existent, in case of nova system... and corrected versions in scripts.
1.04
- Added AI-code by Dr.Tripsa, that will let spy-sats work as police, and reduced texture size with Optipng thanks to a tip from Shipbuilder. Cleaned up the shipdata.plist, as well.
1.03
- ...and if you change the texture names, you should change the names in the model.dats as well... and I should probably test before I release a "fixed" version. Sorry.
1.02
- --and deleted a paste and copy error...
1.01
- Changed the roles, models , textures etc. to more unique names to avoid compatability issues, thanks again to Eric Walch. Corrected the demoship.plist, so that all 4 satellites can be seen...
1.0
- Original release.
Links
- Dragonships - Rorschachhamster's other oxp
Quick Facts
Version | Released | License | Features | Category | Author(s) | Feedback |
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1.10 | 2017-10-12 | CC BY-NC-SA 3.0 | Satellites | Ambience OXPs | Rorschachhamster, phkb | Oolite BB |