Protected mass habitation zones

Deon Beauchamp shared this feedback 16 hours ago
Not Enough Votes

A shielded community that can only be interacted with via a trading dock.

The shield bubble would contain a number of habitation and civil support grids.

Player and vessels are not allowed in.


Why this?

To make an area look like it has inhabitants.

To make colonisation look like a real thing.


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Replies (1)

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A variety small to large domes could be distributed across the system.

Starting from zero they could increase in number as colonisation is scaled.

This would be an improvement to add to the lived in world feel.

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yah, it's beautiful and photogenic... but...

In a vacuum and with an internal pressure of 0.1 MPa (1 atm), a transparent dome with a diameter of more than 100 meters is physically impossible. A force of 100 kN per square meter presses on the dome from the inside, which means that for a hemisphere with a diameter of 100 meters (~15700m^2), the pressure force is 1570 MN (~160,000 tons). Among other things, this means that the dome's anchoring is subjected to a force of >500 tons per meter of the dome's circumference...


In the game, there is another problem - you need a huge number of single-purpose parts. And it doesn't matter how you create the dome - whether it's one piece with attached bases, or you assemble the dome from individual parts. The game works with a grid of cubes - and circles and spheres don't play well with cubes.

The least bad solution in the game is the (physically nonsensical) "force field." You place a generator in the center and you're all set. You can adjust the diameter of the dome, or even its shape (hemisphere, spherical canopy, paraboloid...), as needed.

Force fields as game mechanics are physically nonsensical, but the alternative solution is even worse...

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The construction is only for show, a representation of habitation, not something that you can interact with in the usual sense.

Inside the shielded area is a facade of occupation, an image. Other than a trade station, the building is more of a place holder/symbolic.

I have suggested this to address the expectation of a colony that is missing currently in the game.

It could be that at a future date something with better interaction could be developed.

It may be possible to destroy one and leave a ruin with some great effort.

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