Here's a huge and probably incomprehensible GIF showing the current startup procedure, followed by a death-defying orbital maneuver and a quick shutdown:
I feel like things are coming together pretty well. I had to sketch out half-ass versions of a few other systems, as you can see above, just to get the electrical system running & tested, and in the process I was able to generalize a lot of the code base; adding new systems (as well as their UI panels) should be quite a bit easier from here on out.
Next up is the temperature management system. I'm not sure how deep I'll dig in on this first pass, but the plan is for the system to eventually consist of a number of freon (or something)-fed cooling loops with deployable radiators. I need to do some research on current and experimental industrial cooling technologies first, though, to get an idea of what's going to make sense here. Pretty much everything in the ship will produce heat, and overheating damage will eventually be a thing, so temperature management will be an important system that I'd like to get sketched out sooner than later.
I want the pressure dynamics in the pipes to make sense, and I don't really know anything about pressure dynamics, so this update may take a while as I dig into some research. But I'm hoping to have something to show & to be able to move on within a few weeks.
Saturday, August 19, 2017
Friday, August 11, 2017
Black Road Sky #3: Electrical System Update
The electrical system is pretty much complete & working. I had initially planned on only sketching out the basics of the system, but I ended up diving pretty deep, so this first pass has brought it much closer to 100% complete than I'd expected. Here's a look at the cockpit panel as things stand (all graphics are temporary, of course):
Now I'm moving all the orbital map & navigation stuff into a rough version of a proper navigation system and the thrust & engine mode stuff into an engines system, as well as sketching out the fusion reactor system. This will allow me to test the electrical system's ability to provide & cut off power to other systems, and by the time all of that is done, we'll have a ship that can actually be powered up & shut down via glorious manual button jabbing.
I should have all of that complete by next weekend, hopefully sooner, but, you know. Until then!
Now I'm moving all the orbital map & navigation stuff into a rough version of a proper navigation system and the thrust & engine mode stuff into an engines system, as well as sketching out the fusion reactor system. This will allow me to test the electrical system's ability to provide & cut off power to other systems, and by the time all of that is done, we'll have a ship that can actually be powered up & shut down via glorious manual button jabbing.
I should have all of that complete by next weekend, hopefully sooner, but, you know. Until then!
Friday, August 4, 2017
Black Road Sky #2: Electrical System in Progress
The ship's electrical system is coming along; I already had a pretty good idea of what I wanted it to look like from a gameplay perspective, but now that it's come down to brass tacks, actually simulating circuits in a believable way, things aren't quite so simple. Still, though, I think it's looking pretty good.
For a quick bird's eye view: the ship has multiple power sources (two different types of batteries and a fusion reactor, though this may change) which can be tied, at the player's discretion, to any of a number of power buses. Each system in the ship is hardwired to a particular bus; the power sources give electricity to any tied bus; systems on that bus request power from it as needed, and the bus distributes the power. This system is very much influenced by the power distribution system in Rogue System.
Everything in the ship, down to the backlights on the cockpit buttons, can only get power by requesting it from the bus that their system is wired to. So if more power is requested than is available, systems begin to fail. As you start to push the limit you'll first see minor effects such as flickering lights before whole system failures and, eventually, cascading blackouts as interdependent systems drop out.
That's the plan, anyway. I've got the programming architecture worked out, but I'm still in the process of implementing it. I'm also laying a lot of groundwork, like basic UI stuff, which will hopefully make future systems easier to get in place, so I'm pretty happy just taking my time with this.
I expect it to be another 2 weeks before I'm ready to move on from the electrical system first pass, but I'll check in next week with an update.
Until then, it's back to the black. See y'all soon.
For a quick bird's eye view: the ship has multiple power sources (two different types of batteries and a fusion reactor, though this may change) which can be tied, at the player's discretion, to any of a number of power buses. Each system in the ship is hardwired to a particular bus; the power sources give electricity to any tied bus; systems on that bus request power from it as needed, and the bus distributes the power. This system is very much influenced by the power distribution system in Rogue System.
Everything in the ship, down to the backlights on the cockpit buttons, can only get power by requesting it from the bus that their system is wired to. So if more power is requested than is available, systems begin to fail. As you start to push the limit you'll first see minor effects such as flickering lights before whole system failures and, eventually, cascading blackouts as interdependent systems drop out.
That's the plan, anyway. I've got the programming architecture worked out, but I'm still in the process of implementing it. I'm also laying a lot of groundwork, like basic UI stuff, which will hopefully make future systems easier to get in place, so I'm pretty happy just taking my time with this.
I expect it to be another 2 weeks before I'm ready to move on from the electrical system first pass, but I'll check in next week with an update.
Until then, it's back to the black. See y'all soon.
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