Pre-release Announcement of New CelestiaExplorer Script
Posted: 21.01.2007, 23:26
I'm putting the finishing touches on a new version of the Celestia Explorer script that contains bug fixes and some major new features. I thought I'd mention some of what I'm finalizing to see if anyone had a comment.
My objective in writing this script is to enhance the sense of being in the actual environment. For example in the previous version, the sensors detect objects that are nearby. Just knowing what's near you, and giving one the tools to point to and travel to these objects, should hopefully enhance that sense.
To this end, in this new version many of the clouds (dense molecular clouds, diffuse clouds and the so-called bubbles) are now implemented in full 3-D (in position, not visually). In this version, in addition to showing the local density of the ISM as you pass through these regions, you experience various environmental effects. For example slamming into a dense molecular cloud at high velocity can potentially cause your titanium hull to overheat and, in the extreme case, melt. (Don't worry. A beacon is automatically released to inform your loved ones of the unfortunate event. ) You might want to avoid the Coalsack for example.
Docking has been reworked and enhanced. The program now supports multiple docking ports and the user can add messages that will be displayed when docking or undocking.
The program now calculates and displays (on command) the amount of fuel used. Right now this is meaningless, but I?€™m thinking that in some future version, refueling by docking with a space station will be implemented. And of course, running out of fuel would then have consequences. Comments welcome.
Then there's the environmental effect of gravity fields. The only nod to gravity fields in the previous version was in calculating orbit parameters (I already calculate the gravity field of most objects.) What I'm thinking, although this is only in the planning stages right now, is that if you turn off the engines near a planet or a star, you will find yourself falling toward it. (Approaching something that is already in orbit puts you in orbit, or you can choose an orbit.) That should be interesting since impact physics has already been implemented. But of course, the really interesting body to approach would be a black hole. Too close and you'll be unable to overcome its powerful gravity field.
Of course, many will find this all a little tedious. I find it interesting because it allows me to experience in a simulation some of the parameters of spaceflight that we'll only know when our technology is advanced enough to take us to the stars.
Henry
My objective in writing this script is to enhance the sense of being in the actual environment. For example in the previous version, the sensors detect objects that are nearby. Just knowing what's near you, and giving one the tools to point to and travel to these objects, should hopefully enhance that sense.
To this end, in this new version many of the clouds (dense molecular clouds, diffuse clouds and the so-called bubbles) are now implemented in full 3-D (in position, not visually). In this version, in addition to showing the local density of the ISM as you pass through these regions, you experience various environmental effects. For example slamming into a dense molecular cloud at high velocity can potentially cause your titanium hull to overheat and, in the extreme case, melt. (Don't worry. A beacon is automatically released to inform your loved ones of the unfortunate event. ) You might want to avoid the Coalsack for example.
Docking has been reworked and enhanced. The program now supports multiple docking ports and the user can add messages that will be displayed when docking or undocking.
The program now calculates and displays (on command) the amount of fuel used. Right now this is meaningless, but I?€™m thinking that in some future version, refueling by docking with a space station will be implemented. And of course, running out of fuel would then have consequences. Comments welcome.
Then there's the environmental effect of gravity fields. The only nod to gravity fields in the previous version was in calculating orbit parameters (I already calculate the gravity field of most objects.) What I'm thinking, although this is only in the planning stages right now, is that if you turn off the engines near a planet or a star, you will find yourself falling toward it. (Approaching something that is already in orbit puts you in orbit, or you can choose an orbit.) That should be interesting since impact physics has already been implemented. But of course, the really interesting body to approach would be a black hole. Too close and you'll be unable to overcome its powerful gravity field.
Of course, many will find this all a little tedious. I find it interesting because it allows me to experience in a simulation some of the parameters of spaceflight that we'll only know when our technology is advanced enough to take us to the stars.
Henry