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Poll

Which update would you like the most?

Randomized Backstories
- 67 (25.9%)
Genetic Additions
- 98 (37.8%)
Mess Hall
- 50 (19.3%)
Revamped Area
- 44 (17%)

Total Members Voted: 257


Pages: 1 ... 180 181 [182] 183 184 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 817795 times)

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2715 on: July 16, 2009, 04:39:06 am »

Oh great, the first topics that came to my mind are going to matter.  :P Oh well, hope people like them..
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andrea

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2716 on: July 16, 2009, 04:40:02 am »

another to do thing is autodropping internals when they reach 0. if your internals run out of oxygen as it is now, you die in few seconds...

Broose

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2717 on: July 16, 2009, 04:43:29 am »

another to do thing is autodropping internals when they reach 0. if your internals run out of oxygen as it is now, you die in few seconds...

I would prefer if, instead, you get an alert and it takes a lot longer.
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andrea

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2718 on: July 16, 2009, 04:52:50 am »

still fine. my internals ran out suddenly, and  when i saw health dropping i barely had the time to take the jetpack off before going unconscious. i still died.

Floirt

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2719 on: July 16, 2009, 05:14:10 am »

I already tried to fix it, to no effect. I had posted the code for it a long way back in the post...

(Also, randomized backstories WILL NOT include those of crewmembers. And I need a writer to write them, o:)
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Fat Ratzo [to Floirt]: I got a package here goin' to Roy Poorman, out in the afterworld.  $120 when you make the delivery.  And hurry!
No, not commiting suicide, sorry.   ...Through that money is rather tempting...

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2720 on: July 16, 2009, 05:25:27 am »

I guess I can do the writing. Yay. I'll make it a text file, I'm sure that's easier. I'll try to have a non-confusing format.
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Floirt

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2721 on: July 16, 2009, 05:30:58 am »

For future reference, here is what you need for writing backstories for the station.

1-How the station was built.
2-An event related to that "how"
3-An event realted to that event, or a random one.
4-Idem.
5-What brings us to the present.

An we need at least two answers to EACH situation.  You know, ala Choose Your Own Adventure. For example, you can't have a riot on board only to have the AI disabled by a strike team.  :P
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Quote from: HellMOO
Fat Ratzo [to Floirt]: I got a package here goin' to Roy Poorman, out in the afterworld.  $120 when you make the delivery.  And hurry!
No, not commiting suicide, sorry.   ...Through that money is rather tempting...

Broose

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2722 on: July 16, 2009, 05:44:19 am »

(Also, randomized backstories WILL NOT include those of crewmembers.)

Aww, really? It's really something we should get around to.
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andrea

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2723 on: July 16, 2009, 05:45:33 am »

may i suggest also working on pipes? so that we can build them?

Broose

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2724 on: July 16, 2009, 06:11:50 am »

may i suggest also working on pipes? so that we can build them?

I've heard lots of people suggesting this. I'm not very experienced at all with anything to do with the engine, but I'll add it.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2725 on: July 16, 2009, 06:33:03 am »

Hmm. This is going to take a while. And I won't be here for four days, so, yeah, no server from me mates.
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andrea

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2726 on: July 16, 2009, 06:39:47 am »

nooOOOOO!!!!!

edit : i must find why i can't host anymore, so that i can fix that. i want to play!

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2727 on: July 16, 2009, 09:03:19 am »

Whats the perfect turning rate of the solar arrays? The sun has to circle around at a certain speed right? So shouldnt there be an optimum turning speed?

I sure never figured that out.  Nothing ever seems even close.  I'm guessing it must be randomized...

The comments suggest 60, translated to 360/hour, but it is randomized to a range of 45-75 or so.


Code: [Select]
/datum/sun
var/angle
var/dx
var/dy
var/counter = 50 // to make the vars update during 1st call
var/rate

/datum/sun/New()
rate = rand(75,125)/100 // 75% - 125% of standard rotation
if(prob(50))
rate = -rate

// calculate the sun's position given the time of day

/datum/sun/proc/calc_position()

counter++
if(counter<50) // count 50 pticks (50 seconds, roughly - about a 5deg change)
return
counter = 0

angle = ((rate*world.realtime/100)%360 + 360)%360 // gives about a 60 minute rotation time
// now 45 - 75 minutes, depending on rate
// now calculate and cache the (dx,dy) increments for line drawing

var/s = sin(angle)
var/c = cos(angle)

Edit: line with only tabs was too long to easily notice.
« Last Edit: July 16, 2009, 09:06:14 am by qwertyuiopas »
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Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2728 on: July 16, 2009, 09:12:15 am »

Seriously. Solars should just be abstracted and constantly generate a fixed amount of power. Modern solar panels require ZERO human input to work. Why shouldn't futuristic ones be able to do that as well?

As for the actual amount, I'm not sure. I think 75 kilowatts is good. That means there's 150,000 from solar alone.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2729 on: July 16, 2009, 10:17:07 am »

Each array maxes out at about 168k, and each is blocked partialy or totally by the station at opposite times, so when BOTH are configured properly, they can produce a semi-consistant 150k in.

Besides, why have a simple computer program mindlessly calculate the optimum angle when you have a sophisticated AI able to compensate for all situations?

It's not CentCom's fault if the AI is faulty in that aspect!
Or that the previous occupants misaligned the autotracking on both and disabled one...
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Eh?
Eh!
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