Search found 1332 matches

by Redspear
Mon May 20, 2019 9:47 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

You are right that it will incur distance variations which are probably the most noticeable in the default configuration (like in strict mode), but I believe those differences will be "hidden" by encounters and masslocks. As for the looks, in the default configuration it already looks silly in my o...
by Redspear
Sun May 19, 2019 6:26 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

The planet is set at a certain Z distance from the WP. Isn't the star also set by the same z distance (and then subject to sun distance modifier), just at a diferent angle? If so, won't the planet be alternately closer and them further to the star by up to that same z distance? That could mean (dep...
by Redspear
Sun May 19, 2019 11:39 am
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

Apologies, I read that totally wrong...

I thought you'd said rotate the witch point around the planet (rather than the other way around), thus my talk about moving the witch point.
by Redspear
Sat May 18, 2019 8:16 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

To me, the fact that the bodies are not moving while in the system is not a problem. Players are usually in a system an hour or two maximum, so I think the system's bodies don't have the time to move in a noticeable way. I think it's more relevant when returning to a sytem, for example as part of a...
by Redspear
Fri May 17, 2019 8:41 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 1911

Re: PopulationControl.oxz

So by reducing the proportion of WP-planet police patrols masslocking would be less time consuming on a typical WP-station flight (more police headed in opposite direction)?
by Redspear
Fri May 17, 2019 8:22 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

On the viability of sun-skimming, one could make repairs and refueling at a station cost much more time (on the in-game clock). Players doing contracts could then use sun skimming as a joker when late, or as a way to run more contracts simultaneously. Not sure about repairs but as for fuel that wou...
by Redspear
Thu May 16, 2019 8:28 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

Speaking of encounter rates... Supoose WP-Sun and Sun-Planet each had half the encounter rate of WP-Planet (x), regardless of the distance. Head straight to planet: encounter rate = x Head to sun and then on to planet: encounter rate = x/2 + x/2 = x So sunskimming would take more time and is a littl...
by Redspear
Thu May 16, 2019 8:05 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

What is the canonical reason for having a witchpoint at all? Strictly speaking, I don't recall there being one. Obviously however parking the witchpoint near the station breaks the core of the game which is flying about in space Yes, so it's what makes a good game over what is the most trader frien...
by Redspear
Wed May 15, 2019 1:00 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 1911

Re: PopulationControl.oxz

I dug a little deeper into the logic for a police ship heading back to the station. If the Witchpoint-Planet location where they are created is in the last 10% of the distance from the witchpoint to the planet, they will head back to the station. Otherwise they will be heading to the witchpoint. As...
by Redspear
Tue May 14, 2019 10:41 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

May be the witchpoint will located to near main planet almost as moon If you mean a moon with a standard space lane distance then I'd be inclined to agree. above the north or south pole of the main planet. Here however, I'm not convinced. For orbits to look good we'll need bigger distances and yet ...
by Redspear
Tue May 14, 2019 4:58 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

This thinking become after learn the Orbits OXP in the past. Also was installed the System Redux and the Stations for Extra Planets Base. I found the Orbits working incorrectly. The station is spawned in the wrong location, because the Orbits shifted the planets to a new location. Hi Rustem. I don'...
by Redspear
Mon May 13, 2019 5:00 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 1911

Re: PopulationControl.oxz

1. "police" is used to define the number of initial police packs in a system, 5/6th of the number going to LANE_WP (Witchpoint-Planet) lane, and the remaining 1/6 being applied to the LANE_WPS (Witchpoint-Planet-Sun) triangle. (There are more calcs being applied to the numbers, but that should be s...
by Redspear
Mon May 13, 2019 4:43 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

Re: On Orbits & Sun Distance

True but in either of those polar configurations you'd see hemispherical planets (one half lit) and a clear overview (like looking at an orrery) of a now obviously small system with an obviously tiny star. The arrangement wouldn't have to be polar of course but the more you leave the ecliptic the mo...
by Redspear
Sun May 12, 2019 8:06 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 21
Views: 384

On Orbits & Sun Distance

Orbits aren't in the standard game so this may be of more relevance with regards to oxps. Hopefully someone finds it to be food for thought... Orbits are cool, right? Dynamic systems that don't look the same every time you enter them. Great. One problem however is that whilst they often look differe...
by Redspear
Sat May 11, 2019 7:58 pm
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 1911

Re: PopulationControl.oxz

Gave this thing a try, early days but here's what I've found so far. Less pirates - good Less pirate encounters - not necessarily good More police - ok More police encounters - not necessarily good The problem as I saw it was not so much the number of pirate encounters but rather the numbers of pira...