Is "All systems in one system" possible
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Exceeding 10 JH’s/JG’s total in one system has been known to cause problems.
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I done a couple tests on the shaking that occurs, i think it starts becoming quite visually apparent when you get to about 1000000 meters from the center. i tested this by using adoxa’s single player console and jumped to certain positions in manhatten. We all have veiws on whats except-able so I suggest you test it for your self, also moving around make’s the shaking worse.
Ozed
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Just a question: What would it be good for to have one giant system?
I just dont get it! -
there are offsets to change the limits makeing systems insanely large.
@mindhunter: this way you can create a more realistic feeling. you can either fly to the next system, which is possible logically as in space there are no frontiers and borders. or you can jump to another position to reach it faster - an advanced technology invented in far future. -
A size of 500x500k is the optimal, biggest size for a system. All icons on the map will scale down with the size of the system.
After a size of 500x500k the icons are to small to play the game normally -
I’m pretty sure you would have problems with missions, all the vignettes would be in the same system, it’s likely therefore you could be sent anywhere within the system to carry out a mission. i.e you take a mission from manhatten in your new york zone and could potentially be sent to your new berlin zone or anywhere in the system to carry it out.
I also thought there was some sort of limit to the amount of objects that could be placed in a system, might just be an old rumour though.
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just gonna elaborate on w0dk4’s short story.
ok using FL 1.1, there is a 900k from center wall of death. That was placed because when you get that far out, floating point error cause FL to not know EXACTLY where you actually are, so your ships starts to teleport around.
now, assuming we use that as a guidling, you have a 900k radius sphere, you have a 3053628059 point blah blah blah volume sphere to deal with. Thats actually a #$%% ton of space.
Now, first issue you want to deal with is draw distance vs scale. You are going to want to decide how big you want your freelancer meter: rl meter ratio to be, also note that the smaller the models, the quicker the floating point error becomes apparent. So that’s up to you to figure out. Then you have to figure out a suitable draw distance so that the game doesnt #$%% out trying to draw the next 20 systems over, and then also, to keep you from seeing out too far.
After you have that settled, you’re gonna want to decide what you’re gonna do with fast travel. because of the 10 jh/jg issues, (its not a strict limit, things just start to get iffy) i’d suggest you consider undistuptable trade lanes with ub3rspeed.
then there’s the issue with mission vignettes. I dont know all that much about that, maybe someone can come up with a solution.
Uh, im still thinking of related issues, i’ll post more when it comes to me
OH, and also, remember that its a 900k SPHERE, plot systems on all axises.
and i just remembered again, you can mod the map scale so that the icons are much smaller. but then again, with so many objects, the map will become a tad useless. This whole thing would be odd to do with more than 5 or 6 systems, Still thinking of things to post though.
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And scaling doesn’t automagically fix shaking.
Shaking is noticeable from a certain distance onwards because its effect becomes larger in proportion to your ship’s size. Scale the ship down and, oh surprise, the shaking becomes unbearable that much faster.
Making a single system for all your stuff, unless you’re only thinking of a system twice the size of New York at maximum (at FL’s scale), is impossible.
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Mindhunter wrote:
Just a question: What would it be good for to have one giant system?
I just dont get it!Well, instead of taking a jump gate or hole, you could also opt to fly a few weeks* to the nearest star
*(weeks rather than years, to confirm to Freelancer standards)
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FriendlyFire wrote:
And scaling doesn’t automagically fix shaking.Shaking is noticeable from a certain distance onwards because its effect becomes larger in proportion to your ship’s size. Scale the ship down and, oh surprise, the shaking becomes unbearable that much faster.
yeah, i’d mentioned that. As i said, for more than 5 or 6 systems, depending on how you do them, it cant work
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Vesko wrote:
Yep, first thing that comes to mind here would e to miniaturize the models to make them fit in. I’m very curious as to how this can work.Someone tried that, ages ago (before the planet-drawing limit was cracked) and reported that he noticed the ship was almost incontrollable - he would have to totally reinvent the handling controls.
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Well yeah flying weeks to the next system instead of taking a JG rly makes sense.
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Mindhunter wrote:
Well yeah flying weeks to the next system instead of taking a JG rly makes sense.Maybe I should have used some irony smiley in that post…
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OH my this topic brings me to an idea…
I’ll try to copy and paste all vanilla systems into one system.
I bet it looks funny when u have all planets and station inside NY or so
Could be a new FL mine vid for utube -
As w0dk4 points out, there are more “issues” than there are “limits”.
Many of the things that Freelancer does are that way for performance reasons. SURs, LODs, Patrols, Systems, object lifetimes, etc… all of these things are designed to help keep computation complexity down. Sure, a modern PC can handle more complexity, but do not expect a huge increase in complexity to work well on all computers.
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i once did something similar, i may have it laying around my hdd somewhere, but i built the Sol System in a linear fashion, with the Sun at the lower Right and Pluto at the upper left. It was GOING to be the basis for a alternate history mod. Maybe i’ll pick it up again some time.