ignore lua files, add notes

This commit is contained in:
Tangent 2019-10-23 00:16:29 -07:00
parent e5773e7d45
commit c6eac8eb98
6 changed files with 438 additions and 0 deletions

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!src/tiny.lua
*.lua

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atmosphere notes.txt Normal file
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pressure = g * ?
9300000 = 8.87 * ?
1,048,478 (or 1x10^6) (Earth 1x10^4)
1.7x10^2 -> 0.0063atm, 120km | 3.72 m/s^2
1x10^4 -> 1atm, 120km | 9.8 m/s^2
1x10^6 -> 91.7atm, 250km | 8.87 m/s^2
x = cos(t / radius) -> T = 2pi * radius
star variables -> light output
energy received (light based on distance)
+ terrestrial values (magnetosphere, composition) -> atmospheric composition
atmospheric composition -> habitability (plus mineral availability)
636 = 3.72 m/s^2 * ?

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Systems: routine that needs to be regularly called
Collections: lists of components that go together to make an entity
Components: data pieces
Entities: objects (label for a specific group of components)
Systems
- orbit: update positions? no because we aren't storing positions
these only need to be checked for individual calculations or display
- render: what are we focused on right now, data can be cached here
- 'structure view': looks at factory, mine, etc; multiple components
Components
- orbit: parent_id, radius, offset
- L4/L5 will just be their own entities with orbit data matching
- position: system, x, y (ships not in orbit)
- body: mass, radius
- factory: capacity, pollution?
- mine: capacity, pollution?
-
body = {
hydrosphere: {} -- pollutants, volume % (relative to planet surface)
atmosphere: {} -- volume, pressure, contents
-- manufactoring, refining, etc -> introduces pollutants into hydrosphere and atmosphere
populations: {
{
resources: {
fuel: #
reactives: # -- jump drives, engines, research, life support
radioactives: # -- fuel, heavy armor, kinetic weapons, sensors
alloys: # -- structure
crystals: # -- shields, stealth, ecm/eccm, energy weapons
silicates: # -- electronics, capacitors, energy weapons
-- halogens: #
}
structures: {
'fuel refinery': #
-- 'type-strength OR type-value': #
-- {type: 'name', value: #, cost: #, etc} ? -- actual list
}
}
}
minerals: ?
}
modules = {
factory: {
surface: true
capacity: 10 -- research ++
pollution: {} -- research --
cost: { -- research --
alloys: 20
silicates: 2
}
}
mine: {
surface: true
capacity: 10 -- research ++
pollution: {} -- research --
cost: { -- research ==
alloys: 40
silicates: 6
reactives: 2
}
}
'fuel refinery': {
surface: true
-- orbit: true -- research
capacity: 100 -- research ++
pollution: {} -- research --
cost: { -- research --
alloys: 120
reactives: 20
crystals: 10
}
}
'mass driver': {
surface: true
capacity: 2000 -- research ++
pollution: {} -- research --
cost: { -- research --
alloys: 250
reactives: 120
radioactives: 20
silicates: 10
}
}
shipyard: {
orbit: true
capacity: 1000
cost: { -- research --
alloys: 2200
reactives: 180
radioactives: 80
silicates: 200
}
}
-- research tech: shuttle range
-- - salvage facility
-- - orbital hab
-- - hanger
-- - maintenance facility
-- - gas harvester
-- - geo
-- - terraforming
-- - geo survey sensors
-- - infrastructure
-- - sensors
-- - grav survey sensors
-- - em sensors
-- - thermal sensors
-- - active sensors vs passive sensors
-- - all sensors can provide tracking and targeting
-- - bridge
-- - research
-- - chemical/physics/genetic/biology/xenology lab
-- - university
-- - ship
-- - design considerations
-- - deployment time adjusts how much mass is needed per crew
-- - components designate required crew
-- - armor area / structural hull requirements
-- - speed, power use/requirement
-- - build time, load time, mineral requirement
-- - signature (th by engines, em by shielding/equipment)
-- - maintenance life, estimated failure rate
-- - damage allocation
-- - em damage, shock damage
-- - idea: based on volume, min distance before ships collide?
-- - crew quarters
-- - engineering section
-- - main engineering
-- - engines
-- - jump drive
-- - combat drop pods
-- - tractor
-- - cargo
-- - fuel storage
-- - supplies bay
-- - shuttle bay (actually just hangers)
-- - cargo hold
-- - cryogenic transport
-- - power plants
-- - kinetic weapons
-- - launcher
-- - magazine
-- - defense
-- - armor
-- - damage control
}

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ecs notes 2.txt Normal file
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# MapDisplay
NO Grabs all position and orbit components with a specific system.
# Systems
* GodMapDisplay: for all system components == this system:
for all position and orbit components, display
# Components
* orbit: parent_id, radius, offset, hierarchy, speed_parameter
- note: L4/L5 positions are stored as their own orbits
* id:
* x,y,system_id: position in a system

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- systems
- stars, planets, nebulae, black holes, moons, asteroids, comets
- habitability
- multistar systems, binary systems
- ruins
- conquest tech
- task group / fleet design
- take into account presence of tankers for extended range
- colliers -> extended capacity to fire
- module design
- structure design
- event log
- jumping
- gate
- module
- tender
- research
- biology
- terraforming
- terraforming rate
- construction/production
- tn technology (required for all)
- orbital mining
- construction rate ++
- expand civilian economy ++
- fuel production rate ++
- small jump gate constructor
- jump gate constructor
- mining production ++
- research rate ++
- shipbuilding rate ++
- shipyard operations faster
- maintenance efficiency ?
- gas harvester tech
- underground excavation? infrastructure efficiency?
- should allow development on planets without sufficient gravity -> underground
- defensive
- armor: ..whole bunch of levels
- damage control ++
- thermal signature reduction ++
- logisitics / ground combat
- hanger
- cargo handling system
- colonization cost reduction?
- fuel storage techs
- cryo transport: three levels
- engineering section
- combat drop modules
- orbital hab
- tractor beam
- recreational module
- salvage module
- troop bay
- several ground units
- kinetic weapons
- railgun caliber ++
- railgun launch velocity ++
- gauss cannon launch velocity ++
- gauss cannon rate of fire ++
- gauss cannon accuracy ++
- power / propulsion
- capacitor recharge rate
- fuel consumption
- jump drive efficiency
- max jump squadron size
- max jump squadron radius
- max engine power modifier
- min engine power modifier
- min jump engine size
- reactor power boost
- engine techs
- reactor techs
----
# Ship Design Checklist:
- Does the game show any design errors in the box on the lower right?
- Do you have an engine? You need to design one first.
- Do you have enough fuel? The typical distance between two systems is somewhere between one and five billion km, with the average being about 3 billion km.
- Is your jump engine capable of jumping every ship that you want it to? A jump engine with a capacity of 10,000 tons mounted on a 7,000-ton ship can jump only ships up to 7,000 tons, not 10,000.
- Do you know the difference between military and commercial jump drives?
- For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?
- If you intend your ship to be able to repair battle damage: Do you have at least twice the MSPs of your Max Repair value?
- For missile warships: do you have a magazine? Each launcher adds some magazine capacity, but you might want reloads.
- Do you have the maintenance facilities to support a ship of this size? If not, your ship will use up all its MSPs and then slowly disintegrate.
- Do you have a shipyard large enough to build it?
- If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?
- If you copied an existing design: did you develop better armor tech since designing the old class? The copied design still uses the old armor.
- If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?
- Do you have enough power plants to power your beam weapons? Note the box on the lower left.
- For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?
- For tankers/colliers: did you check the appropriate box on the upper right?
- For freighters/colony ships: did you include a Cargo Handling System?
- For salvage ships: did you include a cargo hold?

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body = {
orbit: {
parent: Body
radius: #
offset: #
l4: {
offset: #
destination: ?
}
l5: {
offset: #
}
}
mass: #
radius: #
hydrosphere: {} -- pollutants, volume % (relative to planet surface)
atmosphere: {} -- volume, pressure, contents
-- manufactoring, refining, etc -> introduces pollutants into hydrosphere and atmosphere
populations: {
{
resources: {
fuel: #
reactives: # -- jump drives, engines, research, life support
radioactives: # -- fuel, heavy armor, kinetic weapons, sensors
alloys: # -- structure
crystals: # -- shields, stealth, ecm/eccm, energy weapons
silicates: # -- electronics, capacitors, energy weapons
-- halogens: #
}
structures: {
factory: {
capacity: #
pollution: {}
}
mine: {
capacity: #
pollution: {}
}
'fuel refinery': #
-- 'type-strength OR type-value': #
-- {type: 'name', value: #, cost: #, etc} ? -- actual list
}
}
}
minerals: ?
}
modules = {
factory: {
surface: true
capacity: 10 -- research ++
pollution: {} -- research --
cost: { -- research --
alloys: 20
silicates: 2
}
}
mine: {
surface: true
capacity: 10 -- research ++
pollution: {} -- research --
cost: { -- research ==
alloys: 40
silicates: 6
reactives: 2
}
}
'fuel refinery': {
surface: true
-- orbit: true -- research
capacity: 100 -- research ++
pollution: {} -- research --
cost: { -- research --
alloys: 120
reactives: 20
crystals: 10
}
}
'mass driver': {
surface: true
capacity: 2000 -- research ++
pollution: {} -- research --
cost: { -- research --
alloys: 250
reactives: 120
radioactives: 20
silicates: 10
}
}
shipyard: {
orbit: true
capacity: 1000
cost: { -- research --
alloys: 2200
reactives: 180
radioactives: 80
silicates: 200
}
}
-- research tech: shuttle range
-- - salvage facility
-- - orbital hab
-- - hanger
-- - maintenance facility
-- - gas harvester
-- - geo
-- - terraforming
-- - geo survey sensors
-- - infrastructure
-- - sensors
-- - grav survey sensors
-- - em sensors
-- - thermal sensors
-- - active sensors vs passive sensors
-- - all sensors can provide tracking and targeting
-- - bridge
-- - research
-- - chemical/physics/genetic/biology/xenology lab
-- - university
-- - ship
-- - design considerations
-- - deployment time adjusts how much mass is needed per crew
-- - components designate required crew
-- - armor area / structural hull requirements
-- - speed, power use/requirement
-- - build time, load time, mineral requirement
-- - signature (th by engines, em by shielding/equipment)
-- - maintenance life, estimated failure rate
-- - damage allocation
-- - em damage, shock damage
-- - idea: based on volume, min distance before ships collide?
-- - crew quarters
-- - engineering section
-- - main engineering
-- - engines
-- - jump drive
-- - combat drop pods
-- - tractor
-- - cargo
-- - fuel storage
-- - supplies bay
-- - shuttle bay (actually just hangers)
-- - cargo hold
-- - cryogenic transport
-- - power plants
-- - kinetic weapons
-- - launcher
-- - magazine
-- - defense
-- - armor
-- - damage control
}