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#61 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#62 | |
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Join Date: Apr 2011
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#63 | |
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Join Date: Jul 2008
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These days if one really wants it is possible to get a 3d monitor (via 120 hz screen and shutter-glasses, for instance). Dunno about 3d input devices.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#64 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Actually, writing a rotating or even roaming camera that will help visualize the ships in 3D is trivial - been there, done that. Explaining a point in space to the 3D-aid will be somewhat trickier, but if we look at SS rules strictly, you shouldn't be doing that in the first place: the ship captain designates bearing (a rotation, which, strictly speaking, can be expressed as two axes, with the third optional), and the desired dV (a linear value). Making the software calculate (instead of the player) such things as an intercept course with another given object is only slightly more complex (strictly speaking, not harder - just more operations). Really, this is certainly better 3D-visualization than, say, WWI pilots had. :)
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#65 |
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Join Date: Mar 2005
Location: Harrisonburg VA
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(Have you guys played Attack Vector and/or Squadron Strike and/or Saganami Island Tactical Simulator? If you want 3D... *and* playable... *and* interesting tactical options... this is probably the way to go.)
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#66 | |
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Join Date: Apr 2013
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Granted, this is a self fulfilling loop, and I'd love to support and would use such a 3d maptool, but the market is slim to none right now. |
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#67 |
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Join Date: Apr 2006
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Boy, this thread started wandering off topic. Computer aids for 3d ship combat? Heh...
Most of what I would say in this thread has already been said. I might have offered that the tech books were products of their time and development order, and people much more in the loop than me have already confirmed this. It would be nice to see some kind of grand reconciliation between LT, HT, BT, and UT, where all the systems for statting types and qualities of clothing and armor, or weapon mods, drugs, whatever, were unified - or, if there's some physical reason why those systems should NOT be uniform across TLs, explained. And while we're at it, I'd like to see design systems for weapons, armor, power, computers, and the like, showing the underlying formulas, assumptions, and switches (e.g. between "realistic hard sci-fi lasers" and "space opera lasers"). And while we're at that, I'd like a pony. Wait, I'm a grownup. I could probably buy a pony, if I really wanted one. Fine - make it a dire uplifted cyberdinosaur. That's safely out of reach. |
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#68 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Typically, the problem with space combat (2d or 3d) is that either you spend a lot of time fighting with the interface (acceleration, 3d movement, etc, etc), or you fix that (for example, by computerization) and it winds up about as interesting as watching paint dry.
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#69 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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'This arrow shows the recommended direction of acceleration/thrust you should maintain in order to dock with the destination starbase.' 'Ah, so it points to the starbase.' 'No, it points the direction where you should thrust.' 'So it points to the destination starbase?' 'No, it points to where your ship should be facing and accelerating towards.' 'So where else could it point? To the starbase?' At least I'm trying to do my part to help children un-learn Aristotelian Mechanics. Last edited by vicky_molokh; 04-10-2013 at 11:14 AM. |
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#70 | |
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Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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I am quite keen on the idea of a series of Ultra-Tech Companion books. I think I've mentioned that elsewhere. I started writing what was to be a Pyramid article for the Future Exploration article many moons ago, but it was headed for "too long for a magazine article" territory. It included setting design switches like "If contragrav exists, here's how that affects societies and tech. If it only works for big vehicles, then X; if it only works for small vehicles, then Y." And the same for reactionless thrusters and FTL. Plus notes for gritty hard science and space opera (and everything in between) and how the Tech Paths affects settings. I'm also quite interested in writing the UTC Cyberware book, and considering the positive feedback on the Pyramid 51 Tech and Toys 3, I should talk to whomever to see about actually making that happen.
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Demi Benson |
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| bio-tech, high-tech, low-tech, spaceships, ultra-tech |
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