Browse Source

ignore lua files, add notes

Tangent 4 years ago
parent
commit
c6eac8eb98
6 changed files with 438 additions and 0 deletions
  1. 2
    0
      .gitignore
  2. 18
    0
      atmosphere notes.txt
  3. 151
    0
      ecs notes 1.txt
  4. 15
    0
      ecs notes 2.txt
  5. 99
    0
      modified_idea_list.txt
  6. 153
    0
      structure-thoughts.moon

+ 2
- 0
.gitignore View File

@@ -0,0 +1,2 @@
1
+!src/tiny.lua
2
+*.lua

+ 18
- 0
atmosphere notes.txt View File

@@ -0,0 +1,18 @@
1
+pressure = g * ?
2
+9300000 = 8.87 * ?
3
+1,048,478 (or 1x10^6) (Earth 1x10^4)
4
+
5
+
6
+1.7x10^2 -> 0.0063atm, 120km  | 3.72 m/s^2
7
+1x10^4 -> 1atm, 120km         | 9.8  m/s^2
8
+1x10^6 -> 91.7atm, 250km      | 8.87 m/s^2
9
+
10
+
11
+x = cos(t / radius) -> T = 2pi * radius
12
+
13
+star variables -> light output
14
+ energy received (light based on distance)
15
+ + terrestrial values (magnetosphere, composition) -> atmospheric composition
16
+  atmospheric composition -> habitability (plus mineral availability)
17
+
18
+636 = 3.72 m/s^2 * ?

+ 151
- 0
ecs notes 1.txt View File

@@ -0,0 +1,151 @@
1
+Systems: routine that needs to be regularly called
2
+Collections: lists of components that go together to make an entity
3
+Components: data pieces
4
+Entities: objects (label for a specific group of components)
5
+
6
+Systems
7
+- orbit: update positions? no because we aren't storing positions
8
+         these only need to be checked for individual calculations or display
9
+- render: what are we focused on right now, data can be cached here
10
+- 'structure view': looks at factory, mine, etc; multiple components
11
+
12
+Components
13
+- orbit: parent_id, radius, offset
14
+  - L4/L5 will just be their own entities with orbit data matching
15
+- position: system, x, y (ships not in orbit)
16
+- body: mass, radius
17
+- factory: capacity, pollution?
18
+- mine: capacity, pollution?
19
+-
20
+
21
+body = {
22
+  hydrosphere: {} -- pollutants, volume % (relative to planet surface)
23
+  atmosphere: {}  -- volume, pressure, contents
24
+  -- manufactoring, refining, etc -> introduces pollutants into hydrosphere and atmosphere
25
+  populations: {
26
+    {
27
+      resources: {
28
+        fuel: #
29
+        reactives: #    -- jump drives, engines, research, life support
30
+        radioactives: # -- fuel, heavy armor, kinetic weapons, sensors
31
+        alloys: #       -- structure
32
+        crystals: #     -- shields, stealth, ecm/eccm, energy weapons
33
+        silicates: #    -- electronics, capacitors, energy weapons
34
+        -- halogens: #
35
+      }
36
+      structures: {
37
+        'fuel refinery': #
38
+        -- 'type-strength OR type-value': #
39
+        -- {type: 'name', value: #, cost: #, etc} ? -- actual list
40
+      }
41
+    }
42
+  }
43
+  minerals: ?
44
+}
45
+
46
+modules = {
47
+  factory: {
48
+    surface: true
49
+    capacity: 10  -- research ++
50
+    pollution: {} -- research --
51
+    cost: {       -- research --
52
+      alloys: 20
53
+      silicates: 2
54
+    }
55
+  }
56
+  mine: {
57
+    surface: true
58
+    capacity: 10  -- research ++
59
+    pollution: {} -- research --
60
+    cost: {       -- research ==
61
+      alloys: 40
62
+      silicates: 6
63
+      reactives: 2
64
+    }
65
+  }
66
+  'fuel refinery': {
67
+    surface: true
68
+    -- orbit: true -- research
69
+    capacity: 100 -- research ++
70
+    pollution: {} -- research --
71
+    cost: {       -- research --
72
+      alloys: 120
73
+      reactives: 20
74
+      crystals: 10
75
+    }
76
+  }
77
+  'mass driver': {
78
+    surface: true
79
+    capacity: 2000 -- research ++
80
+    pollution: {}  -- research --
81
+    cost: {        -- research --
82
+      alloys: 250
83
+      reactives: 120
84
+      radioactives: 20
85
+      silicates: 10
86
+    }
87
+  }
88
+  shipyard: {
89
+    orbit: true
90
+    capacity: 1000
91
+    cost: {            -- research --
92
+      alloys: 2200
93
+      reactives: 180
94
+      radioactives: 80
95
+      silicates: 200
96
+    }
97
+  }
98
+
99
+  -- research tech: shuttle range
100
+    --   - salvage facility
101
+    --   - orbital hab
102
+    -- - hanger
103
+    --   - maintenance facility
104
+    -- - gas harvester
105
+    -- - geo
106
+    --   - terraforming
107
+    --   - geo survey sensors
108
+    --   - infrastructure
109
+    -- - sensors
110
+    --   - grav survey sensors
111
+    --   - em sensors
112
+    --   - thermal sensors
113
+    --   - active sensors vs passive sensors
114
+    --   - all sensors can provide tracking and targeting
115
+    --   - bridge
116
+    -- - research
117
+    --   - chemical/physics/genetic/biology/xenology lab
118
+    --   - university
119
+    -- - ship
120
+    --   - design considerations
121
+    --     - deployment time adjusts how much mass is needed per crew
122
+    --     - components designate required crew
123
+    --     - armor area / structural hull requirements
124
+    --     - speed, power use/requirement
125
+    --     - build time, load time, mineral requirement
126
+    --     - signature (th by engines, em by shielding/equipment)
127
+    --     - maintenance life, estimated failure rate
128
+    --     - damage allocation
129
+    --     - em damage, shock damage
130
+    --     - idea: based on volume, min distance before ships collide?
131
+    --   - crew quarters
132
+    --   - engineering section
133
+    --   - main engineering
134
+    --   - engines
135
+    --   - jump drive
136
+    --   - combat drop pods
137
+    --   - tractor
138
+    -- - cargo
139
+    --   - fuel storage
140
+    --   - supplies bay
141
+    --   - shuttle bay (actually just hangers)
142
+    --   - cargo hold
143
+    --   - cryogenic transport
144
+    -- - power plants
145
+    -- - kinetic weapons
146
+    --   - launcher
147
+    --   - magazine
148
+    -- - defense
149
+    --   - armor
150
+    --   - damage control
151
+}

+ 15
- 0
ecs notes 2.txt View File

@@ -0,0 +1,15 @@
1
+# MapDisplay
2
+
3
+NO Grabs all position and orbit components with a specific system.
4
+
5
+# Systems
6
+
7
+* GodMapDisplay: for all system components == this system:
8
+                  for all position and orbit components, display
9
+
10
+# Components
11
+
12
+* orbit: parent_id, radius, offset, hierarchy, speed_parameter
13
+  - note: L4/L5 positions are stored as their own orbits
14
+* id:
15
+* x,y,system_id: position in a system

+ 99
- 0
modified_idea_list.txt View File

@@ -0,0 +1,99 @@
1
+- systems
2
+  - stars, planets, nebulae, black holes, moons, asteroids, comets
3
+  - habitability
4
+  - multistar systems, binary systems
5
+  - ruins
6
+  - conquest tech
7
+- task group / fleet design
8
+  - take into account presence of tankers for extended range
9
+  - colliers -> extended capacity to fire
10
+- module design
11
+- structure design
12
+- event log
13
+- jumping
14
+  - gate
15
+  - module
16
+  - tender
17
+
18
+
19
+
20
+
21
+- research
22
+  - biology
23
+    - terraforming
24
+      - terraforming rate
25
+  - construction/production
26
+    - tn technology (required for all)
27
+    - orbital mining
28
+    - construction rate ++
29
+    - expand civilian economy ++
30
+    - fuel production rate ++
31
+    - small jump gate constructor
32
+      - jump gate constructor
33
+    - mining production ++
34
+    - research rate ++
35
+    - shipbuilding rate ++
36
+    - shipyard operations faster
37
+    - maintenance efficiency ?
38
+    - gas harvester tech
39
+    - underground excavation? infrastructure efficiency?
40
+      - should allow development on planets without sufficient gravity -> underground
41
+  - defensive
42
+    - armor: ..whole bunch of levels
43
+    - damage control ++
44
+    - thermal signature reduction ++
45
+  - logisitics / ground combat
46
+    - hanger
47
+    - cargo handling system
48
+    - colonization cost reduction?
49
+    - fuel storage techs
50
+    - cryo transport: three levels
51
+    - engineering section
52
+    - combat drop modules
53
+    - orbital hab
54
+    - tractor beam
55
+    - recreational module
56
+    - salvage module
57
+    - troop bay
58
+    - several ground units
59
+  - kinetic weapons
60
+    - railgun caliber ++
61
+    - railgun launch velocity ++
62
+    - gauss cannon launch velocity ++
63
+    - gauss cannon rate of fire ++
64
+    - gauss cannon accuracy ++
65
+  - power / propulsion
66
+    - capacitor recharge rate
67
+    - fuel consumption
68
+    - jump drive efficiency
69
+    - max jump squadron size
70
+    - max jump squadron radius
71
+    - max engine power modifier
72
+    - min engine power modifier
73
+    - min jump engine size
74
+    - reactor power boost
75
+    - engine techs
76
+    - reactor techs
77
+
78
+----
79
+
80
+# Ship Design Checklist:
81
+
82
+- Does the game show any design errors in the box on the lower right?
83
+- Do you have an engine? You need to design one first.
84
+- 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.
85
+- 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.
86
+- Do you know the difference between military and commercial jump drives?
87
+- For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?
88
+- 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?
89
+- For missile warships: do you have a magazine? Each launcher adds some magazine capacity, but you might want reloads.
90
+- 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.
91
+- Do you have a shipyard large enough to build it?
92
+- If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?
93
+- 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.
94
+- If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?
95
+- Do you have enough power plants to power your beam weapons? Note the box on the lower left.
96
+- For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?
97
+- For tankers/colliers: did you check the appropriate box on the upper right?
98
+- For freighters/colony ships: did you include a Cargo Handling System?
99
+- For salvage ships: did you include a cargo hold?

+ 153
- 0
structure-thoughts.moon View File

@@ -0,0 +1,153 @@
1
+body = {
2
+  orbit: {
3
+    parent: Body
4
+    radius: #
5
+    offset: #
6
+    l4: {
7
+      offset: #
8
+      destination: ?
9
+    }
10
+    l5: {
11
+      offset: #
12
+    }
13
+  }
14
+  mass: #
15
+  radius: #
16
+  hydrosphere: {} -- pollutants, volume % (relative to planet surface)
17
+  atmosphere: {}  -- volume, pressure, contents
18
+  -- manufactoring, refining, etc -> introduces pollutants into hydrosphere and atmosphere
19
+  populations: {
20
+    {
21
+      resources: {
22
+        fuel: #
23
+        reactives: #    -- jump drives, engines, research, life support
24
+        radioactives: # -- fuel, heavy armor, kinetic weapons, sensors
25
+        alloys: #       -- structure
26
+        crystals: #     -- shields, stealth, ecm/eccm, energy weapons
27
+        silicates: #    -- electronics, capacitors, energy weapons
28
+        -- halogens: #
29
+      }
30
+      structures: {
31
+        factory: {
32
+          capacity: #
33
+          pollution: {}
34
+        }
35
+        mine: {
36
+          capacity: #
37
+          pollution: {}
38
+        }
39
+        'fuel refinery': #
40
+        -- 'type-strength OR type-value': #
41
+        -- {type: 'name', value: #, cost: #, etc} ? -- actual list
42
+      }
43
+    }
44
+  }
45
+  minerals: ?
46
+}
47
+
48
+modules = {
49
+  factory: {
50
+    surface: true
51
+    capacity: 10  -- research ++
52
+    pollution: {} -- research --
53
+    cost: {       -- research --
54
+      alloys: 20
55
+      silicates: 2
56
+    }
57
+  }
58
+  mine: {
59
+    surface: true
60
+    capacity: 10  -- research ++
61
+    pollution: {} -- research --
62
+    cost: {       -- research ==
63
+      alloys: 40
64
+      silicates: 6
65
+      reactives: 2
66
+    }
67
+  }
68
+  'fuel refinery': {
69
+    surface: true
70
+    -- orbit: true -- research
71
+    capacity: 100 -- research ++
72
+    pollution: {} -- research --
73
+    cost: {       -- research --
74
+      alloys: 120
75
+      reactives: 20
76
+      crystals: 10
77
+    }
78
+  }
79
+  'mass driver': {
80
+    surface: true
81
+    capacity: 2000 -- research ++
82
+    pollution: {}  -- research --
83
+    cost: {        -- research --
84
+      alloys: 250
85
+      reactives: 120
86
+      radioactives: 20
87
+      silicates: 10
88
+    }
89
+  }
90
+  shipyard: {
91
+    orbit: true
92
+    capacity: 1000
93
+    cost: {            -- research --
94
+      alloys: 2200
95
+      reactives: 180
96
+      radioactives: 80
97
+      silicates: 200
98
+    }
99
+  }
100
+
101
+  -- research tech: shuttle range
102
+    --   - salvage facility
103
+    --   - orbital hab
104
+    -- - hanger
105
+    --   - maintenance facility
106
+    -- - gas harvester
107
+    -- - geo
108
+    --   - terraforming
109
+    --   - geo survey sensors
110
+    --   - infrastructure
111
+    -- - sensors
112
+    --   - grav survey sensors
113
+    --   - em sensors
114
+    --   - thermal sensors
115
+    --   - active sensors vs passive sensors
116
+    --   - all sensors can provide tracking and targeting
117
+    --   - bridge
118
+    -- - research
119
+    --   - chemical/physics/genetic/biology/xenology lab
120
+    --   - university
121
+    -- - ship
122
+    --   - design considerations
123
+    --     - deployment time adjusts how much mass is needed per crew
124
+    --     - components designate required crew
125
+    --     - armor area / structural hull requirements
126
+    --     - speed, power use/requirement
127
+    --     - build time, load time, mineral requirement
128
+    --     - signature (th by engines, em by shielding/equipment)
129
+    --     - maintenance life, estimated failure rate
130
+    --     - damage allocation
131
+    --     - em damage, shock damage
132
+    --     - idea: based on volume, min distance before ships collide?
133
+    --   - crew quarters
134
+    --   - engineering section
135
+    --   - main engineering
136
+    --   - engines
137
+    --   - jump drive
138
+    --   - combat drop pods
139
+    --   - tractor
140
+    -- - cargo
141
+    --   - fuel storage
142
+    --   - supplies bay
143
+    --   - shuttle bay (actually just hangers)
144
+    --   - cargo hold
145
+    --   - cryogenic transport
146
+    -- - power plants
147
+    -- - kinetic weapons
148
+    --   - launcher
149
+    --   - magazine
150
+    -- - defense
151
+    --   - armor
152
+    --   - damage control
153
+}