Asteroids need to obey physics
Submitted
There are asteroids that sit within the gravitational pull of the planets. These asteroids do not fall to the planet. But a ship next to the asteroid does fall to the planet. Either both should fall due to the gravity, or the asteroids should be placed outside of the gravity so that neither falls. Having one fall but not both really hurts the "feel of reality" of the game.
While I would like to have more complete orbital physics, I think it is unfeasible in this game.
The basic design of this game forbids to do it efficiently.
However it would be nice if asteroids can't spawn in planetary gravity fields.
And maybe give each asteroid its own gravity field based on its size. That field would be of course very small, less than 0.1g.
While I would like to have more complete orbital physics, I think it is unfeasible in this game.
The basic design of this game forbids to do it efficiently.
However it would be nice if asteroids can't spawn in planetary gravity fields.
And maybe give each asteroid its own gravity field based on its size. That field would be of course very small, less than 0.1g.
I guess the more realistic thing to do in terms of video game mechanics is to make asteroids not appear within the gravitational pull of a planet.
I guess the more realistic thing to do in terms of video game mechanics is to make asteroids not appear within the gravitational pull of a planet.
It would be nice but I imagine it would degrade performance a lot especially on DS to the point that it wouldn't be feasible. Planets already generate huge amounts of lag, I couldn't image would enabling this would do.
It would be nice but I imagine it would degrade performance a lot especially on DS to the point that it wouldn't be feasible. Planets already generate huge amounts of lag, I couldn't image would enabling this would do.
I have trouble thinking that having the asteroids spawn outside of the gravitational field, instead of inside of it, would degrade performance at all. And just doing that little thing would solve this problem. But I will leave that up to the devs to decide.
I have trouble thinking that having the asteroids spawn outside of the gravitational field, instead of inside of it, would degrade performance at all. And just doing that little thing would solve this problem. But I will leave that up to the devs to decide.
If you look in the original post, I am not asking for the asteroids to be moving. I am asking for them to spawn outside of the gravity of the planet, so as to not be so obviously unrealistic. The solution given doesn't need any additional compute power. I quote the original post "the asteroids should be placed outside of the gravity so that neither falls". Obviously, if the asteroids fell, then they would crash into the planet, and would therefore no long exist. The mention of the ships falling currently was only to show the problem.
If you look in the original post, I am not asking for the asteroids to be moving. I am asking for them to spawn outside of the gravity of the planet, so as to not be so obviously unrealistic. The solution given doesn't need any additional compute power. I quote the original post "the asteroids should be placed outside of the gravity so that neither falls". Obviously, if the asteroids fell, then they would crash into the planet, and would therefore no long exist. The mention of the ships falling currently was only to show the problem.
I would love to see more orbital mechanical (similar to KSP) but I realize that maybe beyond the scope of the game. However I would love to see asteroids be movable and effected by gravity. You don't know how much I want to drop an asteroid on a planet. Alternately, the asteroids should only spawn outside of planetary gravity wells.
(I would also love really big asteroids with their own gravity...)
I would love to see more orbital mechanical (similar to KSP) but I realize that maybe beyond the scope of the game. However I would love to see asteroids be movable and effected by gravity. You don't know how much I want to drop an asteroid on a planet. Alternately, the asteroids should only spawn outside of planetary gravity wells.
(I would also love really big asteroids with their own gravity...)
+ 1 to them not being within orbit. Being affected by gravity is a cool idea. But won't happen at this point. Perhaps in SE 2 we'll see something like that though.
+ 1 to them not being within orbit. Being affected by gravity is a cool idea. But won't happen at this point. Perhaps in SE 2 we'll see something like that though.
I also think the current implementation is rather immersion-breaking, and it just feels primitive. Especially since even small bits of asteroids (or any piece of voxel terrain, for that matter) are completely and artificially immovable. But sadly I don't think we'll see any change to this in this game, I think it would most likely require a too big of an overhaul of the engine.
Though, putting them outside the gravity well is totally doable, I agree. :)
I also think the current implementation is rather immersion-breaking, and it just feels primitive. Especially since even small bits of asteroids (or any piece of voxel terrain, for that matter) are completely and artificially immovable. But sadly I don't think we'll see any change to this in this game, I think it would most likely require a too big of an overhaul of the engine.
Though, putting them outside the gravity well is totally doable, I agree. :)
+1 for preventing asteroid spawn inside gravity field, it's clearly the simplest solution.
Even if having a full realistic physics simulation with gravity/escape velocity and such interactions for every objects would be fun, it will but surely not be for the CPU usage of DS :-)
Have a look to this nice video if you like coding this kind of stuff: https://www.youtube.com/watch?v=7axImc1sxa0
+1 for preventing asteroid spawn inside gravity field, it's clearly the simplest solution.
Even if having a full realistic physics simulation with gravity/escape velocity and such interactions for every objects would be fun, it will but surely not be for the CPU usage of DS :-)
Have a look to this nice video if you like coding this kind of stuff: https://www.youtube.com/watch?v=7axImc1sxa0
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