Post by Carn on Jul 18, 2014 19:58:29 GMT -5
19-July-2014
'Finished' coding the new teslionic anomaly. Still needs lots of polishing and testing. I wanted to link to the design document I wrote, but the TG site is down (I'm porting it to TG once it's finished, because they provided those awesome sprites).
I put a bit of extra effort into generalising the code that draws the lightning bolts, so I can use it to draw lines of sprites at any angle in any other piece of code. This will likely mean you'll see some new facepunch-exclusive weapons. Such as arc-throwers (chain-lightning gun), maybe new flamethrowers or something. One thing I definitely want to use it for (when I ever get time to do so) is huge shield-arrays, so you can protect the station from meteorites/dust/carp/nukeops with huge shield walls... at the expense of huge power usage. Also so I can shout "DIVERT POWER TO THE SHIELDS" and "CAN'NAY GIVE THEM ANYMORE CAP'N"
EDIT: design details for tesla engine:
'Finished' coding the new teslionic anomaly. Still needs lots of polishing and testing. I wanted to link to the design document I wrote, but the TG site is down (I'm porting it to TG once it's finished, because they provided those awesome sprites).
I put a bit of extra effort into generalising the code that draws the lightning bolts, so I can use it to draw lines of sprites at any angle in any other piece of code. This will likely mean you'll see some new facepunch-exclusive weapons. Such as arc-throwers (chain-lightning gun), maybe new flamethrowers or something. One thing I definitely want to use it for (when I ever get time to do so) is huge shield-arrays, so you can protect the station from meteorites/dust/carp/nukeops with huge shield walls... at the expense of huge power usage. Also so I can shout "DIVERT POWER TO THE SHIELDS" and "CAN'NAY GIVE THEM ANYMORE CAP'N"
EDIT: design details for tesla engine:
Mechanics:
+The Particle accelerator will fire gamma rays at the teslionic anomaly, giving it energy. Unlike singularities, this energy will not dissipate over time.
As the energy level increases, the anomaly fires lightning bolts at the nearest compatible machine/mob, discharging energy from itself into that machine/mob.
+Tesla-coils will collect this energy and feed it into the power grid if hit, but obviously, if a mob is hit, they will suffer severe burns or maybe be fried into a crispy skeleton or pile of dust at extremely high energy levels. If a machine other than a tesla coil is hit, it will EMP it (at low energy levels), break it (at higher levels).
+Tesla coils are only moderately efficient, they'll collect a percentage of the energy from the bolt, the rest of that energy will 'bounce' off in another arc. This will mean potential for creative engine designs with additional tesla coils to collect that lost energy. It also means that a too-energetic anomaly would create a huge hazard to engineers, as bouncing arcs could strike nearby personnel or equipment.
+rad suits are made of a rubber-compound, so they will provide (almost) complete protection from the lighting arcs.
+rig suits are metal and are basically like holding a lightning rod in a thunderstorm...
+the anomaly is not dense, it can float through walls, it will be drawn towards nearby potential targets, but the bolts will only hit things in line-of-sight. (although, bouncing arcs can potentially bounce around corners!). Therefore the radiation shutters will protect you from strikes.
+I've coded the lightning-arc code to be usable by other things, so there's potential for an arc-thrower weapon.
+The anomaly will not eat stuff, the only way to increase its energy level is with the PA, so therefore it will eventually die out if it escapes. Hopefully this means the round will not necessarily be totally unplayable. However, because it actively seeks out machines/mobs to zap, it will cause lots of damage and carnage.
+containment will function exactly the same as it currently does.
+Creating the anomaly is done in the same way as a singularity is created, just with a different type of....(I forget what that round thing is called whichspawns a singulo).
+Depending on how difficult it is to implement this. The amount of energy absorbed from a lighting arc would be related to the energy of the arc and the distance it has travelled. So if it is a high energy arc and has only travelled 1 or two tiles to the nearest tesla coil, very little energy will be absorbed, resulting in a larger bouncing-arc.
The intention is to make the most efficient/safe designs different depending on how energetic an anomaly you intend to run. It's also nice if there isn't ONE correct way to set up the engine.
For example, if I wanted to set the particle accelerator to a higher setting (and hence have a larger and more energetic anomaly and much greater power output to boast about to the captain) I would be best placing my tesla coils slightly further from the center to minimize the bouncing arcs off of them...but if the anomaly shrunk, the arcs may not reach those coils and the APC would deplete, eventually allowing the anomaly to escape.
If I wanted to play it safe and run a small anomaly, I'd set the PA on a lower setting, leaving the tesla coils closer to the center. But if the anomaly grew too large (due to sabotage or whatever), it'd result in huge bouncing-arcs making the place a deathtrap.
If you didn't know what you were doing, or just wanted to be ubersafe and take forever setting up the engine, I could just sperg a few layers of tesla coils at different distances.
Bear in mind, you will only start with a finite number of coils, and ordering more will be very expensive! So you'll need to think about their placement (hopefully)
+The Particle accelerator will fire gamma rays at the teslionic anomaly, giving it energy. Unlike singularities, this energy will not dissipate over time.
As the energy level increases, the anomaly fires lightning bolts at the nearest compatible machine/mob, discharging energy from itself into that machine/mob.
+Tesla-coils will collect this energy and feed it into the power grid if hit, but obviously, if a mob is hit, they will suffer severe burns or maybe be fried into a crispy skeleton or pile of dust at extremely high energy levels. If a machine other than a tesla coil is hit, it will EMP it (at low energy levels), break it (at higher levels).
+Tesla coils are only moderately efficient, they'll collect a percentage of the energy from the bolt, the rest of that energy will 'bounce' off in another arc. This will mean potential for creative engine designs with additional tesla coils to collect that lost energy. It also means that a too-energetic anomaly would create a huge hazard to engineers, as bouncing arcs could strike nearby personnel or equipment.
+rad suits are made of a rubber-compound, so they will provide (almost) complete protection from the lighting arcs.
+rig suits are metal and are basically like holding a lightning rod in a thunderstorm...
+the anomaly is not dense, it can float through walls, it will be drawn towards nearby potential targets, but the bolts will only hit things in line-of-sight. (although, bouncing arcs can potentially bounce around corners!). Therefore the radiation shutters will protect you from strikes.
+I've coded the lightning-arc code to be usable by other things, so there's potential for an arc-thrower weapon.
+The anomaly will not eat stuff, the only way to increase its energy level is with the PA, so therefore it will eventually die out if it escapes. Hopefully this means the round will not necessarily be totally unplayable. However, because it actively seeks out machines/mobs to zap, it will cause lots of damage and carnage.
+containment will function exactly the same as it currently does.
+Creating the anomaly is done in the same way as a singularity is created, just with a different type of....(I forget what that round thing is called whichspawns a singulo).
+Depending on how difficult it is to implement this. The amount of energy absorbed from a lighting arc would be related to the energy of the arc and the distance it has travelled. So if it is a high energy arc and has only travelled 1 or two tiles to the nearest tesla coil, very little energy will be absorbed, resulting in a larger bouncing-arc.
The intention is to make the most efficient/safe designs different depending on how energetic an anomaly you intend to run. It's also nice if there isn't ONE correct way to set up the engine.
For example, if I wanted to set the particle accelerator to a higher setting (and hence have a larger and more energetic anomaly and much greater power output to boast about to the captain) I would be best placing my tesla coils slightly further from the center to minimize the bouncing arcs off of them...but if the anomaly shrunk, the arcs may not reach those coils and the APC would deplete, eventually allowing the anomaly to escape.
If I wanted to play it safe and run a small anomaly, I'd set the PA on a lower setting, leaving the tesla coils closer to the center. But if the anomaly grew too large (due to sabotage or whatever), it'd result in huge bouncing-arcs making the place a deathtrap.
If you didn't know what you were doing, or just wanted to be ubersafe and take forever setting up the engine, I could just sperg a few layers of tesla coils at different distances.
Bear in mind, you will only start with a finite number of coils, and ordering more will be very expensive! So you'll need to think about their placement (hopefully)