Hey guys, as you can probably tell by my post count this is my first addon. I come from a long history of C/C++, Objective C, Java, and pretty much every other high level language in existence. The orbiter SDK is probably one of the easiest SDK's I've picked up and started using. Within a day I have a fairly functional trading mod. I've seen a similar mod on orbithangar, but unfortunately it relies on reading save state configs and is a bit dodgy in that respect as the game needs to be closed down.
I understand this goes against much of the core of orbiter, but I got bored with simply launching my ships into orbit and choosing a planet at random, at least this gives the game a bit of direction if nothing else.
Here were my ideas for the final product.
Will depend on :
SSBB 4.1B
IMU 2.3
I would be interested in hearing from other people as to whether or not the upgrades portion of the addon is feasable? I couldn't imagine why it would not be possible to change the ISP on the main engine of a ship that I don't necessarily "own". But have yet to see it done before. Just completed the POC of this, Adding engines to existing group works fine, no reason it wouldn't work for any other thruster groups
I'm sure plenty of people have seen one posters come on here with pipe dream addons that never see the light of day, but I have already made some good progress and fortunately have the development experience far already under my belt.
Unfortunately where I am falling short is how to create a playable economy. Right now each station and base sells various goods. Each "good" has a fixed price, a "demand" floating point value, and a storage amount. Specifically what I am having issues with is formulating the "demand" value. Has anyone seen any "known" algorithms that could accomplish what I am trying to do fully procedurally?
The only thing I can think of personally is to create a map with each base/station weighted by distance from each other. Then set certain planets as "producers" of certain resources. All while having a simulated "distribution" by building a table of very approximate trip times and shuffling around resources with invisible "space truckers". Though this easily throws a lot more work than I was anticipating into the entire project.
I would love to hear anyone's thoughts. The ship construction and trading are already complete.
I understand this goes against much of the core of orbiter, but I got bored with simply launching my ships into orbit and choosing a planet at random, at least this gives the game a bit of direction if nothing else.
Here were my ideas for the final product.
- Trade with any spaceport, cargo, prisoners (passengers), and even ships.
- Accept cargo, delivery, orbital, and rescue missions.
- Use space stations as factories to build new ships
- Dockable space station modules that will modify build times/resource costs
- Ship upgrades: Add extra main, hover, retro engines, omnidirectional thruster packs, and larger fuel tanks
- Sync your economy with a master server
Will depend on :
SSBB 4.1B
IMU 2.3
I would be interested in hearing from other people as to whether or not the upgrades portion of the addon is feasable? I couldn't imagine why it would not be possible to change the ISP on the main engine of a ship that I don't necessarily "own". But have yet to see it done before. Just completed the POC of this, Adding engines to existing group works fine, no reason it wouldn't work for any other thruster groups
I'm sure plenty of people have seen one posters come on here with pipe dream addons that never see the light of day, but I have already made some good progress and fortunately have the development experience far already under my belt.
Unfortunately where I am falling short is how to create a playable economy. Right now each station and base sells various goods. Each "good" has a fixed price, a "demand" floating point value, and a storage amount. Specifically what I am having issues with is formulating the "demand" value. Has anyone seen any "known" algorithms that could accomplish what I am trying to do fully procedurally?
The only thing I can think of personally is to create a map with each base/station weighted by distance from each other. Then set certain planets as "producers" of certain resources. All while having a simulated "distribution" by building a table of very approximate trip times and shuffling around resources with invisible "space truckers". Though this easily throws a lot more work than I was anticipating into the entire project.
I would love to hear anyone's thoughts. The ship construction and trading are already complete.
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