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Ftl better planets and backgrounds
Ftl better planets and backgrounds













ftl better planets and backgrounds

I think it would be cool to be able to transport them. They already drop out automatically, bc they have no speed. Theres no way to inhibit a warpjump at the moment, but the framework is set so i will try to add inhibition (maybe also pulling entities out of warp) in the next update (no promise)Īlso i want (for no good reason) to be able to warp with asteroids. particle effects is something on my personal wishlist but they are a very new (and therefore untested/unstable) feature in starloader, so it might take some time to become usable I tried changing the skybox (= background) in the past in warp, to a very limited success, might be able to expand on that. I will eventually have to add custom chambers, but thats a problem for future me. So your ships speed in warp is only dependent on how "good" your warpdrive is. Its a compromise for not making the chamber obsolete and also add another layer of mechanic to the warp. for now i will (ab)use the FTL distance chamber and will set the ships thrust strength according to it in warp. what i do instead to make warpthrust more interesting.Īgreed. I know KSP somehow managed a way to fix it (they built their own physix data sytem on top of the existining unity one) but you would need substanial engine level tweak to achieve it and it would not be guaranteed to work, might also impact performance. Its much harder for velocity as you cant use a chunk system. This happens usually at numbers bigger than 6000m from (0,0,0)-in-sector-coordinate (for the unity floats im familiar with).Ĭhunk systems like in starmade (sectors) fix the positioning problem by reloading a different chunk around you where you never leave the 6k radius. There is no reason to believe SM doesnt suffer from the same problem as it uses a much older and less advanced physics library than unity. if you reach big numbers, digits behind the comma start to be less and less, until the engine has none left and basically doesnt know exactly where your object is or how fast it is. For small numbers, this is fine as you have lots of digits behind the comma. They have a limited amount of digits, and the comma/point moves based on the number (-> "floating point number"). I dont know exacty how the SM engine handles movement on a physix level, but generally physic in games is limited by the number data type it uses, 16(?) bit floats mostly. Click to expand.- why raising the speed limit isnt possible















Ftl better planets and backgrounds