a matter of suns and spacial events arround it

Discussion in 'Suggestions' started by megs, Mar 21, 2020.

  1. megs

    megs Lieutenant

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    WARNING GAMEPLAY OVERHAULT
    ( this upgrade the space game play and open exploration necessity gameplay , you should find more space events as them)

    in reality sun will be more efficient in space than on groud, because there is no atmosphere to stop rays, so you could easily double power production from normal sun in space ( or no atmosphere planet ).
    Range of power could be calculated approximately at map generation because variation in a playable zone are very minimal in this scale.
    so you could calculate as:

    F = percepted power
    F0 = initial STAR POWER
    R0 = StarDiameterUA
    R = Distance from star UA
    (real value is 149,6 Million Kilometers for an UA but for rapid calculation using (127)SHL is not so bad for a game)

    F=F0*(R0/R)... very simple and could be easily calculated at universe generation time from each suns..
    WARNING !!!!
    Multy solar system have cumulated and calculated effects on each playable space range in system zones.

    1 ) FIRST GENERATING THE SUNs IN SYSTEM


    GENERAL Constant :
    -------------------

    NORMALSOLARSUNPOWER = 49606 (power unit, play here to balance general average universe power production)

    SUN RECORDS:
    -------------

    BLUESTAR = RECORD
    BLUESTARSOLARPROD = 2
    ( Constant for solar type energy production)
    DiameterUA= (0,1 to 10) ;
    ( Diameter of star influancing range and distance for volumic solar energy efficiency )
    INITIALsolarPWR=DiameterUA* BLUESTARSOLARPROD * NORMALMSOLARSUNPOWER;
    ( Power production at solar diameter range )
    INITIALRadiationPWR=INITIALsolarPWR*0,5;
    ( radiation could be the invert of solar production to keep a minimal power conservation logic )
    INITIALHotPWR=INITIALsolarPWR*0,5;
    ( BlueSTARs are the most visible hot suns as we known actualy, and very hight radiative one's, habitabilty play on star radius and distance)
    SOLAREVENTPROBS= 0,01;
    ( Directional 360°x360°random event calculated at play time by server, every amount of time, if playable range is in random chosen 5° angular range)
    ( all ships and bases in zone receive dammages calculated on radiation bases at D/5 to simulate power concentration of event)
    ( if player is in CPU range last level and detectors, he will be warn to leave playzone or quickly and automaticaly activate heavy shield to try resist dammages)
    ( when no player is in structure at this time, player or structure electronics (cpu or not) get dammages and may be destroyed if not protected by SHIELD)
    ( CPU level 4 could automaticaly up SHIELD for eevent and down it after )
    ( when calculated by server, all targeted zone would have an event counter down more elevated as they were away from star to simulate distance )
    ( That give a chance for players to be warn by ohers when in little ships without shields)
    ( this event do not impact planets with atmosphere more than a hightly emissiv boreal aurora , more complicated in realty but for the game it let a chance for low level player to be safe on start planet)
    ( this events could impact lots of structure, to avaid impact on server, before launching the event for players, a background precalc for event impact must be done. )
    ( variation to player zone exit or entrance, shield power on/off exitting the precalc mode or entering in a realtime calc, but the great job was already done.
    END;

    YELLOWSTAR = RECORD
    SOLARPROD = 1
    ( YellowSTARs are the most current aged suns as we known actualy, and normal radiative one's, habitabilty play on star radius and distance)
    DiameterUA= 0,2 to 15;
    INITIALsolarPWR=SELF.DIAMETERUA*Self.SOLARPROD * NORMALMSOLARSUNPOWER;
    INITIALRadiationPWR=INITIALsolarPWR*0,8;
    INITIALHotPWR=INITIALsolarPWR*0,2;
    SOLAREVENTSPROBS= 0,005;
    END;

    REDSTAR = RECORD
    ( REDSTARs are the most giant, unstable and very old visible suns as we known actualy, and low radiative one's, habitabilty play on star radius and distance)
    SOLARPROD = 0,4
    DiameterUA= 0,5 to 30;
    INITIALsolarPWR=SELF.DIAMETERUA*Self.SOLARPROD * NORMALMSOLARSUNPOWER;
    INITIALRadiationPWR=INITIALsolarPWR*0,1;
    INITIALHotPWR=INITIALsolarPWR*0,9;
    SOLAREVENTSPROBS= 0,1
    END;

    BLACKHOLE = RECORD
    ( BLACKHOLES are the most DANGEROUS, unstable , hight radiative (when eating) invisible stars we known , habitabilty play on star radius and large distance)
    SOLARPROD = 0.05
    DiameterUA= 0,01 to 0,01;
    INITIALsolarPWR=Self.SOLARPROD * NORMALMSOLARSUNPOWER;
    INITIALRadiationPWR=INITIALsolarPWR*2;
    INITIALHotPWR=INITIALsolarPWR*0,5;
    SOLAREVENTSPROBS= Random(0->0,5)+0,5 ( On all round disc in equator emission, this is a hight shield eating location and may a high ressource location).
    END;

    PULSAR = RECORD
    ( QUAZAR/PULSARS may are the most long range DANGEROUS blackholes/star in very high self rotation range )
    ( dangerous for long range star system too in pôle both directions, emitting from them very powerfull destructive radiation ray, none shields could resist)
    ( permanently or when eating. Habitabilty play is impossible because of it's imploded star with permanent hight radiation emittions)
    ( heat vivable zone is included in mortal radiation zone)
    SOLARPROD = 1
    DiameterUA= 0,02 to 0,02;
    INITIALsolarPWR=SELF.DIAMETERUA*Self.SOLARPROD * NORMALMSOLARSUNPOWER;
    INITIALRadiationPWR=INITIALsolarPWR*0,9
    INITIALHotPWR=INITIALsolarPWR*0,1
    SOLAREVENTSPROBS= Random(0->0,5)+0,5 ( only on round disc from equator emission, this is a hight shield eating location ).
    END;


    WHITEDWARF = RECORD
    ( may are the most low range emittance in very high self rotation)
    ( permanently or when eating. Habitabilty play is impossible because of it's imploded star with permanent hight radiation emittions)
    SOLARPROD = 0,2
    DiameterUA= 0,03 to 0,05;
    INITIALsolarPWR=SELF.DIAMETERUA*Self.SOLARPROD * NORMALMSOLARSUNPOWER;
    INITIALRadiationPWR=0
    INITIALHotPWR=INITIALsolarPWR*0,2
    SOLAREVENTSPROBS= 0
    END;


    Atmosphere have impact to light intensity, radiation, and solar power on ground (decreasing with low altitude) i let this to your appreciations

    générate suns, and when all playage zone in system is generated, you must Precalculate for each zone a sunimpact 3dvector for all of them (with distance from sunsource in UA, suntype, and radiation/power supplied by it) to central coordinate zone, registered in a Solarvectore array in eatch zones.
    With planets rotation space sync This permit:
    - To calculate approx sun position in space sky,
    - To Calculate time countdown to solar event approach,( or not... depend in your procedure choice )
    - To Calculate real solar power exposure with all sun actors to oriented solar panel.
    - To see real suns position and type/intensity into planet sky, and to avoid nights if they are more than one suns.
    - To have more direction lightning with different spectral light ( multi shadow? )

    SUNIMPACT = record
    original object = PTR object;
    suntypemodel = PTR sungraphicaltypemodel;
    Calculatedskysize;
    CalculatedzoneRayVectorX;
    CalculatedzoneRayVectorY;
    CalculatedzoneRayVectorZ;
    Calculated MaxRadiationAmount;
    Calculated MaxSolarPowerAmount;
    Light tint:RVBA;
    end;

    SunARRAY = array of SUNIMPACT;
     
    #1
    Last edited: Mar 26, 2020
  2. megs

    megs Lieutenant

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    After more reflexion, ingame planet are so next to their star and eatch others, it would be great to adapt the initial formula for low range effects variations.
    solar production impact lights on planets...and type of star impact light spectrum.
     
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