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Issues and notes and stuff as I play - Printable Version +- High Frontier Forums (http://highfrontier.com/forum) +-- Forum: Support (http://highfrontier.com/forum/forumdisplay.php?fid=7) +--- Forum: Suggestions & Feedback (http://highfrontier.com/forum/forumdisplay.php?fid=9) +--- Thread: Issues and notes and stuff as I play (/showthread.php?tid=207) |
Issues and notes and stuff as I play - Permeable Ceiling - 04-05-2017 Hi, I more or less just started playing with High Frontier. Is it weird to consider it not a game in a sense? I look at is as more of a design software, that illustrates concepts and possibilities. Hence my perspective will likely not focus on the game aspect, but rather other aspects. Keep in mind, they’ll be things that jump out to me because they don’t behave in a way like I expect them to. It doesn’t mean they’re bad, just, y’know, outside expectations. Like… In an old game seeing a flag flying on a castle, but the flag is stiff as a board. It’s minor, but jumps out because it’s not what you expect from a flag. Incidentally, I’ll be using the Mac version. So, without further ado, issues that I found weird or notable while fiddling with the ‘game’.
RE: Issues and notes and stuff as I play - JoeStrout - 04-05-2017 Thank you for the feedback! Those are some good points, particularly about hub/spoke volume not being counted in air mass and cost. We'll look into all of those suggestions, but I'm only going to respond to a few of them here: (04-05-2017, 04:12 AM)Permeable Ceiling Wrote: What are these pillars that are build for $100 when I shift-left-click place a lamp post? And why do they extend into infinity? Wow! That's a bug. Those are the construction 3D printers that are only supposed to appear for buildings, not for lamp posts. This appears to be an unexpected interaction between the shift-click feature (to place multiple of the same item) and the recently-added construction effect, which slipped right past our QA process. Thank you for pointing this out! (Bug filed here.) Quote:Well, It’d be nice to have a the ability to place multiple structures in a row, like lamp posts, without always going through the menu for every iteration. Yes, that's what shift-click is for, and it worked fine until this recent bug. We'll get it fixed for 0.27 (if not earlier). Quote:Is there a way to detach connected modules from each other? If so, it’s not communicated well. Ah, I found out. Still, not that well communicated. And a bit… arbitrary when a module is disconnected and when the whole structure is moved. We spent quite a bit of time working on that for 0.26, and I'm pretty happy with it now. Basically if you drag a part in any direction "away" from another part, it detaches from that other part. But if you initially drag not away from the other part, then they stick together (and after you've started this conjoined drag, you can then move the group any way you like). We're now able to disconnect parts or move them as a group without even thinking about it, all very efficiently... but I'd love to hear what you think after you've used it a bit more. Quote:Moving the camera position by right-clicking while holding the Option key is hella slow. It’s far easier to move the whole station. It can be, depending on how far you're zoomed in/out. We'll look into it. As for the tapered spokes: Quote:(1) Due to stress of centrifugal force on spoke. Spokes have mass. The longer the spoke, the more mass is pulling the closer to the hub. To have equal stress per cross sectional area, you have to widen the spokes as you get closer to the hub. That's an interesting thought, but I'm not sure I'm buying it. The spokes are tension structures; cables would do the job just as well, except that we want them pressurized, radiation-shielded, and supporting things like elevators inside. And none of those things vary with distance from the hub. But I'm going to think about it some more! RE: Issues and notes and stuff as I play - Permeable Ceiling - 04-05-2017 Thanks for the quick reply! (04-05-2017, 07:35 AM)JoeStrout Wrote: As for the tapered spokes:Let me expand on that then.Quote:(1) Due to stress of centrifugal force on spoke. Spokes have mass. The longer the spoke, the more mass is pulling the closer to the hub. To have equal stress per cross sectional area, you have to widen the spokes as you get closer to the hub. Let’s assume a meter of spoke masses 100 tons with elevators, shielding, everything really. Going in from outside, the lest stressed parts, at 3rpm and 100 radius the final meter is pulling with a force of 1,000,000 N at its more axis parts. The 2nd meter inward pulls with a little less force, since it’s closer, the radius is smaller, you know the drill; but still has the same mass, i.e. it exerts 990,000 N. But the 1st meter of the spoke is attached, so its connection to the third meter is actually stressed with 1,990,000 N. Still easy peasy for the connections to deal with, but a few iterations down the line, at 50m inside, the force is 36 MN. At 90 meter, ten from the middle of the torus and as good a point as any to connect to a hub, the spoke is pulling with a force of 50 MN. You’re right, steel can pull that off, but up to what length, or rather to what force? RE: Issues and notes and stuff as I play - Permeable Ceiling - 04-05-2017 Further things:
RE: Issues and notes and stuff as I play - JoeStrout - 04-05-2017 You're doing an amazing job of probing the corners of the simulation! Great stuff. The game should be discoverable without watching the how-to videos, so yeah, some of your questions indicate things that need to be made more obvious. And some things are cosmetic issues that just haven't made it to the top of the list yet, like police cars flying through buildings (yep, they do that). A few answers, in no particular order...
RE: Issues and notes and stuff as I play - Permeable Ceiling - 04-05-2017 Screenshots! I have a few. Exhibit A: 14,700,000+ 01,800,000+ 00,146,000+ 29,400,000+ 00,017,885- 29,500,000- 01,530,000- —————— 14,998,115 Exhibit B: 14,600,000+ 01,800,000+ 00,073,000+ 29,300,000+ 00,017,885- 09,340,000- 01,350,000- —————— 35,065,115 Exhibit C: This one’s particularly interesting, since it only makes sense if the payroll is 9.5 million, not 95. It’s something I noticed, it may be part of the font, but sometimes the dot is either not rendered or swallowed up by the font. This kind of error also appeared in the econ tab, so it appears to be a deeper issue than merely in this particular overlay. PS: As another example, just now my funds increased from 56M to 5.20M. As for the modal dialogue palette thingy, I was just curious about this information not constantly updating, while the CO2 does. *shrugs* RE: Issues and notes and stuff as I play - JoeStrout - 04-05-2017 Yeah, you're right, the first two are a bit off, but the third one is wildly off, unless the payroll were actually $9.5 M. Looks very much like a number-formatting or string-rendering issue. We'll get to the bottom of it! Thanks again, - Joe RE: Issues and notes and stuff as I play - JoeStrout - 04-07-2017 (04-05-2017, 04:12 AM)Permeable Ceiling Wrote: Cylinder: Can you elaborate on this? I'm looking at the Stock LEO (cylindrical) design, and it shows as $1.6B in design mode, as well as when building for LEO. RE: Issues and notes and stuff as I play - JoeStrout - 04-07-2017 (04-05-2017, 01:27 PM)Permeable Ceiling Wrote: Inside view camera is weird. As in, it’s kind of stuck in isometric? Zooming out I quickly leave the confines of the colony and soon after the colony disappears in a white void. What sort of geometry is this? We're having trouble reproducing the problem here, but it's a big parameter space to explore. The white void you describe is the intended background if you zoom so far out that your colony doesn't fill the screen, but I haven't found a way to make the colony actually disappear this way. Any details will be appreciated. RE: Issues and notes and stuff as I play - Permeable Ceiling - 04-07-2017 Isometric is used in Diablo 1 & 2, Civilisation 2-4, and so forth. In other words, you look at the world at an angle and a certain minimum distance. I hadn’t yet figured out how to change that angle yet (I think the original configuration called for bracket keys of end and home keys to adjust it). In HF you can adjust the angle between 90° (directly down) and some lesser angle. Initially the camera is set at an angle that reminded me of isometric, because my field of view wasn’t a square but rhombic with the wider base in the distance. Anyway, camera. Like you said, it’s a big parameter space to explore, and I think it’d be easier to move naturally if the respective keys were closer together, but that I can change on my end. However, the default keys were, for me at least, a bit weird, since they’re all somewhat apart. I use mouse and keyboard, and not in US configuration, which removes the brackets from immediate access (need to use shift to enter that ‘letter’). But I’d have expected the camera keys to be in close proximity to each other. Something like, Q&E rotate left & right and 2&3 tilt the camera up and down. Just my two cents. Also, it would be nice to have the option to view my station from street level, so to speak. Maybe move around the camera point. While playing with other space stations, there were two other issues I noted. Water isn’t shared between barbells. That really threw me, as I fully expected that to be the case. I understand the difficulty in sharing firefighter and cops, but water and air should be exchangeable between the two. Since I don’t expect air to be shared either, I suspect I need to have a water and an air unit in each section. I forgot the other issue, but thought of another. The difference in cost allotment. When I select my hab section, the cost displayed is something like 10B, which is far in excess of the supposed grant of 1.4B or something. But when I have nothing selected, the default cost is 1.3B. Incidentally, something like a counter running down/up for the station you’re building would be nice. Ideally either adjustable by myself, or with presets. Something in the vein of LEO: 1.4B; HEO 5B; etc., so I immediately know that I’m within budget, or by how much I need to shrink my habitat, which is always the most expensive part. I suspect a calculation for a shared whatsitcalledtumbleratio for connected habitats is in the works? Since I was building a station with two counter-rotating cylinder habitats connected by a docking port (and bearings) and the tumble ratio forced me to make the habitats rather narrow, even though the shared tumble ratio should’ve been much higher. Incidentally, the adjustably of the endcaps doesn’t take into account an overlap of endcaps, e.g. you have a 10m wide cylinder with a radius of 50, and the fully inverted endcaps overlap spatially. Huh. Kind of more issues than two. Smaller things:
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