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Change ship signatures based on system states #726
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Ship signatures can change based on their heat, power level, and usage. - Systems that generate heat increase the biological band; coolant offsets this effect even if the system maintains heat. - Systems that use energy increase the electrical band. - Ships that are jumping or warping spike the gravity band. This allows Science to predict when a ship is going to warp/jump, and in stealth missions can give away the positions of ships that run hot. CPU ships do not manage heat/energy but still exhibit jump/warp spikes.
I like this PR, bit do you test it with old computers ? I have huge lags
with my old PCs for the science station and I am afraid it could be worse
with your feature.
Le mar. 14 janv. 2020 à 13:28, oznogon <notifications@github.com> a écrit :
… Ship signatures can change based on their heat, power level, and
usage.
- Systems that generate heat increase the biological band; coolant
offsets this effect even if the system maintains heat.
- Systems that use energy increase the electrical band.
- Ships that are jumping or warping spike the gravity band.
This allows Science to predict when a ship is going to warp/jump,
and in stealth missions can give away the positions of ships that
run hot.
CPU ships do not manage heat/energy but still exhibit jump/warp
spikes.
Example of a jump spike before and after:
[image: jumping]
<https://user-images.githubusercontent.com/19192104/72344532-4f2ba780-3686-11ea-8dd0-1ecf073d6f95.png>
[image: jumping2]
<https://user-images.githubusercontent.com/19192104/72344533-4f2ba780-3686-11ea-8b65-f62d5b012d6a.png>
Progress toward #14 <#14>
------------------------------
You can view, comment on, or merge this pull request online at:
#726
Commit Summary
- Change ship signatures based on system states
File Changes
- *M* src/spaceObjects/spaceship.cpp
<https://github.com/daid/EmptyEpsilon/pull/726/files#diff-0> (14)
- *M* src/spaceObjects/spaceship.h
<https://github.com/daid/EmptyEpsilon/pull/726/files#diff-1> (2)
Patch Links:
- https://github.com/daid/EmptyEpsilon/pull/726.patch
- https://github.com/daid/EmptyEpsilon/pull/726.diff
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Dont think it will effect performance at all. But it does break setting custom signatures from scripting i think. |
Ah, good point @daid — I'll revise. |
I also think this causes unneeded network traffic. As the signature is calculated on clients now as well as send to clients. |
If I understand correctly, it should be straightforward to move the loop into an |
Yes and no. It would remove the redundancy. But there is no reason to only calculate on the server and replicate it. Clients have all the info to calculate this. |
Uses the object already passed to RawScannerDataRadarOverlay to calculate the signature on the client side only. Refine how states and actions affect signatures. - Coolant can no longer result in negative bio band values. - Jump drive grav spikes start small and grow closer to the jump. - Jump drive recharge causes an electrical spike that drops while recharging and scales to the system's power level. - Electrical signature can be reduced by underpowering systems.
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Updated the branch to move the logic to the RawScannerDataRadarOverlay component and changed the behavior on further testing.
The baseline radar signature is also slightly lower now to add some contrast between an idle and active ship. |
I was thinking this logic could also be moved to the "getRadarSignatureInfo" function, which could have been made virtual then and overloaded in the spaceship. However, that would mean the set and get functions would return different data, which is odd. So I've accepted this solution. |
Change ship signatures based on system states
Ship signatures can change based on their heat, power level, and
usage.
offsets this effect even if the system maintains heat.
This allows Science to predict when a ship is going to warp/jump,
and in stealth missions can give away the positions of ships that
run hot.
CPU ships do not manage heat/energy but still exhibit jump/warp
spikes.
Example of a jump spike before and after:
Progress toward #14