Repository navigation
0.3.0
In this release, the ship can land on planets and moons.
What's new
- Landing (#14): the speed into a surface grades the touchdown. Up to 120 m/s is a landing, up to 600 m/s a hard landing, and anything faster a crash. These are game thresholds, not physics.
- A landed ship sits level on the surface and turns with its body as it rotates.
- The throttle alone does not move it; pitching the nose up and throttling lifts it off.
- A crash puts the ship back a quarter of a radius above the surface, at rest and pointing up.
- Gentler mass lock: under any drive above thrusters, the mass lock now slows the ship to 50 m/s, so flying into a body at cruise or warp ends in a soft landing. Thrusters are not locked, so a landing on thrusters is up to the pilot.
- Landing autopilot:
G, the browser's new Land button, or--land. It flies to the target and sets down at about 30 m/s, climbing straight up first when it starts from another surface.Tfrom a surface also climbs out first. - HUD: LANDING on, LANDED on, HARD LANDING on and CRASHED into, with the touchdown speed. It also shows the climb or descent rate near a surface, and a lift-off hint while landed.
- Tests: new tests cover the ship's controls (#13) and the element tables used for the moons, dwarf planets and comets (#15).
Known gap
In this release, the Sun and the giant planets are still treated as solid, so the ship can "land" on them. #17, which is open, fixes this for the next release.
Playing it
The browser build is live at https://orrery.play.danielstephenson.dev. For the desktop build, see the README's Building and running section.
Full changelog: 0.2.0...0.3.0
drafted by Claude on behalf of Daniel Stephenson
