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  • twg042370twg042370 Member Posts: 2,312 Arc User
    edited March 2013
    Ditch the asteroid fields and have the beam-to-planet trigger further out and all of your forced perspective fails will greatly vanish.
    <3
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2013
    I'm sorry, you misunderstood my "orbital rotation" comment. I didn't mean ESD orbiting over the Earth, I meant the Sun and Moon around the Earth from that stationary position. :P

    Meaning if you guys did turn Earth into a skyfile, the Sun and Moon would be orbiting around the Earth model. Of course, you guys likely would just keep them in a permament stationary position. Though be interesting if we did see them change positions. Especially the light from the Sun.

    Sorry, my mistake. Making the sun rotate around the Earth/ESD is feasible (but would need some tech work). Having the moon move at it's proper rate (one rotation every 28 or so solar rotations) is not doable within the current system.
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  • psiameesepsiameese Member Posts: 1,650 Arc User
    edited March 2013
    Hmmm. True that the Moon would still orbit. Even with ESD in geosynchronous orbit. Maybe what would work is something like Bajor? Have Earth's Moon and the Sun just beyond the edge of the map? Always 90 degrees off one another?

    If the skybox with the Sun and Moon can't shift around the Earth and ESD model, maybe the Earth Model and ESD should have slight movement in place? Like any starship without an Impulse Engine? Slow as molasses. But enough to suggest the proper physics?
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited March 2013
    tacofangs wrote: »
    Sorry, my mistake. Making the sun rotate around the Earth/ESD is feasible (but would need some tech work). Having the moon move at it's proper rate (one rotation every 28 or so solar rotations) is not doable within the current system.

    Well, if you guys do work out the tech, I could see it being benefitial to both you and the community. (You get a new tool, and the community get some more immersion).

    And if you can get the Sun to move, surely you could have the Moon move as well as a seperate layer. Imagine the aw everyone would have when you have that rare moment of an actual in-game solar eclipse.
  • geoff484geoff484 Member Posts: 209 Arc User
    edited March 2013
    Maybe it's been a while since I last watched any Trek stuff, but this was true in the shows too wasn't it?
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  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2013
    Well, if you guys do work out the tech, I could see it being benefitial to both you and the community. (You get a new tool, and the community get some more immersion).

    And if you can get the Sun to move, surely you could have the Moon move as well as a seperate layer. Imagine the aw everyone would have when you have that rare moment of an actual in-game solar eclipse.

    Making the moon move isn't the question, it's making it move at the proper rate. We have time in game. A full 24 hour cycle. In one of those cycles, the sun should orbit the Earth (visually, not actually) once. The problem is that our skyfiles work within that 24 hour period, expecting that the skyfile will loop at 0/24 hours. Since the moon needs to move only 1/28th of an orbit in one cycle, we're boned. I could make it move 1/28th of an orbit in that 24 hour cycle, but at the end of that cycle, it would pop back to where it started, not continue on.

    Hypothetically, you could take the opposite approach, and have the moon set the standard, so that it orbits once in that 24 hour cycle, and have the sun orbit 28 times, but I think that would look rather crazy, since the time is hard coded, and would be moving at the same pace it always does.

    It may not be 'right' but I think the best solution would be to have the sun orbit, and the moon not.
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  • stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    Can you not chain skyfiles instead of looping them? So that instead of one looped file you have 28 partitioned skyfiles that load in sequence and then loop back?
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2013
    No way to do that currently, no.
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  • stirling191stirling191 Member Posts: 0 Arc User
    edited March 2013
    Another option (probably not doable based on your "hardcoded" comment, but...):

    28 day long skyfile? Or do all skyfiles have to have the same loop period?

    I apologize if it's a seemingly redundant question, I'm just trying to extrapolate what is set in stone, and what can be varied, based on your comments.
  • oracle54oracle54 Member Posts: 199 Arc User
    edited March 2013
    dunno if it's been asked, but is it possible to maybe create a transparent skyfile apart from the moon, and layer that on top of the one with the sun? Does that make any sense, or would it even work if it were possible?

    Edit: NM, should have read more closely to the folks above me...
  • moronwmachinegunmoronwmachinegun Member Posts: 0 Arc User
    edited March 2013
    How about making two sky files? one with normal moon/sun and one with a solar eclipse? Then substitute in the sky file when a real solar eclipse is happening. Give an accolade for anyone who visits ESD during eclipse week, good for ??? (Doff, or maybe special skin type). Could have a similar event for Qonos too (Or change it up, maybe a comet or asteroid flyby that requires destruction).
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    Instead of giving the location of the moon set parameters, why not have the position load based on a time server and have its start point on the cycle determined that way. Just use the moons current position relative to the earth.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited March 2013
    tacofangs wrote: »
    Making the moon move isn't the question, it's making it move at the proper rate. We have time in game. A full 24 hour cycle. In one of those cycles, the sun should orbit the Earth (visually, not actually) once. The problem is that our skyfiles work within that 24 hour period, expecting that the skyfile will loop at 0/24 hours. Since the moon needs to move only 1/28th of an orbit in one cycle, we're boned. I could make it move 1/28th of an orbit in that 24 hour cycle, but at the end of that cycle, it would pop back to where it started, not continue on.

    Hypothetically, you could take the opposite approach, and have the moon set the standard, so that it orbits once in that 24 hour cycle, and have the sun orbit 28 times, but I think that would look rather crazy, since the time is hard coded, and would be moving at the same pace it always does.

    It may not be 'right' but I think the best solution would be to have the sun orbit, and the moon not.

    Hmmm, I see. Quite the dilemna. So the option is either a stationary moon or a one wacky time in Earth Orbit. :P

    But let me ask you, since the Moon would be blocked by the Earth half of the time, there a way you could work with that?
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited March 2013
    Hmmm, I see. Quite the dilemna. So the option is either a stationary moon or a one wacky time in Earth Orbit. :P

    But let me ask you, since the Moon would be blocked by the Earth half of the time, there a way you could work with that?

    I dunno. Having a moving moon would be cool, but I'm finding it hard to justify that when everything else is so static. I think it would look wrong no matter how well it was done. :/
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited March 2013
    I dunno. Having a moving moon would be cool, but I'm finding it hard to justify that when everything else is so static. I think it would look wrong no matter how well it was done. :/

    I know, but seems from what Taco said, having a dynamic orbiting moon, might be too dynamic for the engine. :(
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited March 2013
    You could make the moon a ship and put it on a circular patrol route :D
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited March 2013
    You could make the moon a ship and put it on a circular patrol route :D

    And just have it move suuuuuuuuper slow? HAH! I like it! :D
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2013
    HA HA You guys are amazing. I applaud your efforts to solve a problem that is limited by a system with which you have no experience. Nice tries everyone!

    Another option (probably not doable based on your "hardcoded" comment, but...):

    28 day long skyfile? Or do all skyfiles have to have the same loop period?

    I apologize if it's a seemingly redundant question, I'm just trying to extrapolate what is set in stone, and what can be varied, based on your comments.

    Yup, all skyfiles (an in fact, the skyfile editor) are designed to mate up to the hardcoded 24 hour clock that our servers run on.
    Hmmm, I see. Quite the dilemna. So the option is either a stationary moon or a one wacky time in Earth Orbit. :P

    I think the solution is option B, and then we just play Yakkity Sax 24/7 while in Earth Orbit.
    But let me ask you, since the Moon would be blocked by the Earth half of the time, there a way you could work with that?

    Unfortunately no. We may not have to render the moon for those 14 'days' but there need to be at least 14 blank days then. If we just had it loop at that point, the moon would do a half orbit, then jump back to the start.
    I know, but seems from what Taco said, having a dynamic orbiting moon, might be too dynamic for the engine. :(

    Not quite TOO Dynamic. The problem is that it is moving too slow. Our time is based on EARTH's 24 hour clock. (I know, crazy right?!) so that hamstrings us when we try to do wacky things like represent the 28 Earth Day long Lunar Day.
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  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited March 2013
    Would it be constantly moving or would you see it jump?
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited March 2013
    tacofangs wrote: »
    HA HA You guys are amazing. I applaud your efforts to solve a problem that is limited by a system with which you have no experience. Nice tries everyone!

    Eh, I'm persistent. :P
    tacofangs wrote: »
    I think the solution is option B, and then we just play Yakkity Sax 24/7 while in Earth Orbit.

    Well if people see my flying funny, they'll know why. :rolleyes:
    tacofangs wrote: »
    Unfortunately no. We may not have to render the moon for those 14 'days' but there need to be at least 14 blank days then. If we just had it loop at that point, the moon would do a half orbit, then jump back to the start.

    Can't help but wonder if having it jump behind the Earth might be advantageous?
    tacofangs wrote: »
    Not quite TOO Dynamic. The problem is that it is moving too slow. Our time is based on EARTH's 24 hour clock. (I know, crazy right?!) so that hamstrings us when we try to do wacky things like represent the 28 Earth Day long Lunar Day.

    Too bad you can't program it and tell it, "Day 1: Position A. Day 2: Position B." Yadda Yadda. Better Faux movement than actual movement. People aren't really going to be paying attention too much to the moon's movement, right?
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited March 2013
    They simply cant do things to scale, our entire galaxy map in game would only cover a partial orbit of a single planet, and there wouldn't even be room for the whole planet, just a small wedge of it.
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  • szimszim Member Posts: 2,503 Arc User
    edited March 2013
    I saw some great orbital maps in other scifi games in which a huge planet's surface was basically a background picture like a nebula and only the objects in orbit (asteroids, artificial structures, etc) were 3D models. Wouldn't something alike be possible in STO too? It looked really amazing.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited March 2013
    szim wrote: »
    I saw some great orbital maps in other scifi games in which a huge planet's surface was basically a background picture like a nebula and only the objects in orbit (asteroids, artificial structures, etc) were 3D models. Wouldn't something alike be possible in STO too? It looked really amazing.

    That's what we been talking about. :P
  • tehibristehibris Member Posts: 74 Arc User
    edited March 2013
    Too bad you can't program it and tell it, "Day 1: Position A. Day 2: Position B." Yadda Yadda. Better Faux movement than actual movement. People aren't really going to be paying attention too much to the moon's movement, right?

    Yeah, until the moon "jumps" and tries to occupy the same position as someone's ship. :p What do they do then, blow up the player? :D

    (I've joined the conversation late - if I've missed part of the conversation where the moon is no longer solid, sorry! :D)
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2013
    Ya, in the above scenario, the Moon would no longer be in the actual playable space. Instead, it would be rendered into the sky. This means you would no longer be able to fly over to/around the moon, but it also would now appear to be a more realistic size/distance from the Earth.
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  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited March 2013
    tacofangs wrote: »
    Ya, in the above scenario, the Moon would no longer be in the actual playable space. Instead, it would be rendered into the sky. This means you would no longer be able to fly over to/around the moon, but it also would now appear to be a more realistic size/distance from the Earth.

    I believe the moon is behind an invisible wall now.

    So we can fly around Earth but not the moon.
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited March 2013
    tacofangs wrote: »
    Ya, in the above scenario, the Moon would no longer be in the actual playable space. Instead, it would be rendered into the sky. This means you would no longer be able to fly over to/around the moon, but it also would now appear to be a more realistic size/distance from the Earth.

    Yes, and it would look so much better. :P

    I just wonder if there were more ways to make better looking forced perspectives. :/
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited March 2013
    Yes, and it would look so much better. :P

    I just wonder if there were more ways to make better looking forced perspectives. :/

    There is. But it requires some imagination, some inspiration, and a whole lot of luck in getting it right. ;)
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited March 2013
    yeah, not very immersive indeed being able to fly around earth's moon which measures about 5-10 shiplengths in diameter anyways... :p
  • macroniusmacronius Member Posts: 2,526
    edited March 2013
    Considering all the ways Star Trek bends and/or breaks physics and even contradicts itself from episode to episode one would think that planet scale in STO would not be that big of an issue.

    Having planets be part of the background is equally immersion breaking imo since you can never run into them. Since many missions have you transport to a planet I suspect this will happen often. It also probably leads to distortion of the image around the edges due to the mapping of the environmental textures.

    Again, I am not sure why this is such a huge issue really. How about a good old bug safari instead?

    Example:

    1) The hideous clipping / texture distortions with nebular and planets (warped image / seams)

    2) Clicking on Gorn in fleet action the first time and queuing for it cause the GUI to select another fleet action instead.
    "With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

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