I have recorded from all of you that on the way to an economic simulation visible to the player, it needs first of all a well-functioning artificial space traffic (AST). The economic aspect can then be added later or other features. I am now also sure that as soon as there should be a stable version, I will provide it as open source (except for the AI and everything concerning my personal licenses of course).
Now a few basic assumptions about the AST system:
- The player should get the feeling of a busy space. With the restriction that Orbiter simulates space realistically and accordingly trajectories and distance will always lower this feeling a bit. A feeling like in Freelancer or the X-series cannot be the goal, as we still want to have a simulation and not a "game".
- The AST will be optimized to experience traffic especially at bases and stations.
- Immersion is the main focus, so the system should work as autonomously as possible.
- The AST must behave adaptively in each scenario with respect to installed add-ons (new bases, ships, stations).
- At the beginning of a scenario the player should be able to make settings (number of ships, holding times at stations, max. Number of bases, which add-ons should be used). After that the AST is initialized and has to run continuously.
From this I derive the following development steps for the AST system:
1.1 The distribution function proposed by Face. This is to create a network between all available docking ports and landing sites, in such a way that they are always maximally utilized. Either way, the player will hardly encounter ships in orbit or between planets/moons, so the immersive experience is concentrated on the bases and stations. Thus, it is necessary to optimize the variables of flight time and standing time on site with the number of ships in such a way that the mentioned conditions are fulfilled. Here I will do some calculations and see where the limits are, if you would like to encounter a ship even in an orbit in 1h sim time (< 100 km) and others. In addition I would like to look whether I need trajectories or if time spans are sufficient for a zero approximation here (earth - moon: 3 - 10 days etc.).
1.2 Calculation of the actual trajectories to fulfill the parameters of the distribution function. Here I have to see what is possible, especially the ascent and the landing or reentry worry me here. In the end the trajectories alone are not enough, but the orientation of the ship - VESSELSTATUS2 - must be fitted all the time.
2. the implementation in Orbiter. Here I still have a lot of open points. How do I want to integrate the AST system (modules in the game or external program)? How do I create an immersive effect during landing and docking? How do I control that the ships really reach their destinations without it looking goofy when landing?
The more I think about the last point, the more I feel that an autopilot can solve the problems and a solution without an autopilot is no less costly and complicated.
Many greetings
Max
Now a few basic assumptions about the AST system:
- The player should get the feeling of a busy space. With the restriction that Orbiter simulates space realistically and accordingly trajectories and distance will always lower this feeling a bit. A feeling like in Freelancer or the X-series cannot be the goal, as we still want to have a simulation and not a "game".
- The AST will be optimized to experience traffic especially at bases and stations.
- Immersion is the main focus, so the system should work as autonomously as possible.
- The AST must behave adaptively in each scenario with respect to installed add-ons (new bases, ships, stations).
- At the beginning of a scenario the player should be able to make settings (number of ships, holding times at stations, max. Number of bases, which add-ons should be used). After that the AST is initialized and has to run continuously.
From this I derive the following development steps for the AST system:
1.1 The distribution function proposed by Face. This is to create a network between all available docking ports and landing sites, in such a way that they are always maximally utilized. Either way, the player will hardly encounter ships in orbit or between planets/moons, so the immersive experience is concentrated on the bases and stations. Thus, it is necessary to optimize the variables of flight time and standing time on site with the number of ships in such a way that the mentioned conditions are fulfilled. Here I will do some calculations and see where the limits are, if you would like to encounter a ship even in an orbit in 1h sim time (< 100 km) and others. In addition I would like to look whether I need trajectories or if time spans are sufficient for a zero approximation here (earth - moon: 3 - 10 days etc.).
1.2 Calculation of the actual trajectories to fulfill the parameters of the distribution function. Here I have to see what is possible, especially the ascent and the landing or reentry worry me here. In the end the trajectories alone are not enough, but the orientation of the ship - VESSELSTATUS2 - must be fitted all the time.
2. the implementation in Orbiter. Here I still have a lot of open points. How do I want to integrate the AST system (modules in the game or external program)? How do I create an immersive effect during landing and docking? How do I control that the ships really reach their destinations without it looking goofy when landing?
The more I think about the last point, the more I feel that an autopilot can solve the problems and a solution without an autopilot is no less costly and complicated.
Many greetings
Max