What for? A, if you put in planets or stars to scale they would take up the entire map unless you scaled the whole game down by a factor of 1,000,000. B, the ship editor is for placing internal systems and finding weapons ports. What kind of features would you be adding to a planet or star?
I would love for there to be planets and gravitational effects from more than just the black holes, but the map would have to be at least a million times bigger, and even then it wouldn't be big enough to have the sun and the earth in orbit to scale, since the earth orbits at about 150 million km.
The Artemis map is 100km on a side. Our sun, which is considered to be on the small side of average, is over 1,000,000 km in diameter. The solar system is over 9 billion km in diameter (if we measure to the axis of Neptune).
In contrast, the largest ship in the game is about .5km long.
Well, in regards to scale, warp factor is pretty much slower than light with a sector at 100km. So the scale is already off. If we had planets and stars that were say 10 times the size of a ship, sure, it would be out of scale, but also, we would have cool obstacles that prevent line of sight. Missions could be programmed with power collection systems dependent upon distance from star (like Stargate Universe), communications and sensor malfunctions due to star radiation, etc. Away missions are also more doable with planets.
If the rest of the game were to scale, I would say that planets should also be to scale. But since it isn't, I am not bothered by the lack of planetary scale.
I also really like the idea of gravitational effects. But i'll take planets and stars first. :) Maybe we could replicate Star Trek IV and slingshot around the sun to go back to the 1980's. ;)
Well, I guess my question still stands: What kind of features are you thinking of adding to a planet or star that you need something more than the mission editor to accomplish? All the ship editor does is generate random ships, generate interior system maps and gives you the ability to find coordinates of the surface points. If you want to add a planet with some sort of defensive capability, I'm pretty sure you'd have to make a planet mesh in DeleD 3D and create a station in the VesselData file (essentially modding the game)
If you just want to add a planet object (I'm omitting star because there is no way to make it light-emitting), you'll need to write a mission and add a generic mesh. I'd suggest having a look through the mission scripting forum for ideas on how to proceed with that.
My original idea was that it would be cool to have a tool that could auto generate skins on a spherical object, of various size. That way we get a little diversity of the way different planets look. As for star, I do get it not light emitting, but if it was a bright yellow or red (or whatever appropriate color) ball of flame, I think it would have a fair effect, even without casting light. The main thing that I wanted to do was provide additional astronomical elements to the game that would block.
Tactics like lying in wait behind a moon, etc could be cool options in missions with low sensor range. Missions could even be programmed such that if orbiting within a given distance to planet or star, sensors don't pick up the ship due to atmospheric disturbance.
The sensor idea would be pretty cool. And having a planet autogenerator would be neat as well.
Eric said Jun 05, 2013 02:49:29
Dig in the off topic topic section. About two years ago someone posted a file with all sorts of ready made planets that we were all using. Since the scale was off anyway, we just made made the planets a visible presence and dropped them on the y-axis. I had a planet with a moon as the station.