ignore lua files, add notes
This commit is contained in:
parent
e5773e7d45
commit
c6eac8eb98
2
.gitignore
vendored
Normal file
2
.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
!src/tiny.lua
|
||||||
|
*.lua
|
18
atmosphere notes.txt
Normal file
18
atmosphere notes.txt
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
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 * ?
|
151
ecs notes 1.txt
Normal file
151
ecs notes 1.txt
Normal file
@ -0,0 +1,151 @@
|
|||||||
|
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
|
||||||
|
}
|
15
ecs notes 2.txt
Normal file
15
ecs notes 2.txt
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
# 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
|
99
modified_idea_list.txt
Normal file
99
modified_idea_list.txt
Normal file
@ -0,0 +1,99 @@
|
|||||||
|
- 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?
|
153
structure-thoughts.moon
Normal file
153
structure-thoughts.moon
Normal file
@ -0,0 +1,153 @@
|
|||||||
|
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
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user