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Everything posted by Helst_navngivet
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Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
While not realistic in the slightest this would be pretty cool, and as you said, you can always make the safer choice by landing, but where's the fun in that? Definitely. Wood and canvas will probably be used for low speed, cheap aircraft, probably also with a prop. Something like the PZL-15 would also be pretty funny, and would somehow be even more cursed than the original. I havent actually thought about material treatment at all, so thanks for reminding me that was a thing! Beeswax would also be pretty great in regards to when the player should be able to get planes, since as far as I know, they are pretty tedious to get. Also, I have begun developing the flight model for the mod, however it is just a proof of concept and is also really basic for now, especially considering I am a complete beginner, but you gotta start somewhere! -
Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
This is actually a great idea, I originally planned on making the frame and stuff out of iron, however I can see how that might be a little too easy. The covering plates for the body should probably be able to be smithed with the helve hammer, otherwise it would be to much of a chore, I think. Exactly! I really want to make it feel "simulator-like" without being overly complex. If the flying just consisted of pointing the plane in a straight line and waiting, that would take away some of the reward for making the damn thing in the first place. Thank you for the great suggestions! -
Starting off second volley of pictures, we have our no-longer-existent packed dirt hut! It no longer exists, as we tore it down and moved 200 blocks further west, which changed our winters from "10. november-6. march" to "3. october to 12. april", which we live to regret forever, as our first winter scarred us mentally. (we survived off of starving to death until we could get food again, 40% of our playtime is from that winter) The hut itself was made of packed dirt, with a crude door that never really broke, and a hole in the left wall meant to be a window. In the uppermost right corner, we had our fireplace, consisting of 3 firepits in a triangle shape. When all three were lit, which they almost always were, the whole house would fill up, as our chimney was not really functional enough, leading to our window sucking out some of the smoke. (We play with the realsmoke mod on our server, for context.) Some of our first non-wolf/bear related deaths were smoke ingestion. This meant we spent most of our time outside the hut, turning off fireplaces when sleeping to avoid suffocating to death. We also lived near a tiny cave, meaning the occasional drifter or bowtorn would show up to our house, typically scaring us a bunch by throwing rocks through the window. We also had a Kiln, however that is not pictured. This kiln here was the same shape as our house, with 3 pit kilns inside. We had around 2 deaths related to running into the kiln and getting lit on fire in all of our huts lifetime. as for interiors of the hut, it was nothing special. It was two beds directly opposite of our fireplace, and a diverse range of whatever things we picked up. (most prominently our feather collection, with our copper nugget collection coming in at a close second.) We were completely new to the game, if you couldnt tell.
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@Lampookie Sod roofing was mostly because we live in a desolate, winterish hellscape, with no flax, cattails, papyrus or any other forms of useful plants, however in retrospect, i dont really think there was a better option for those two houses, even if we had access to them. Sod roofing just looks so nice! Also interiors are coming when we are out of the winter!!!! Pictures of walls and other buildings are coming but also after winter!!!!! ALSO ALSO there has been some remodelling so some areas around the build are drastically different!!!!!!!!!!! (whole mill area has a greenhouse, farm and kiln building now)
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Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
The mod is in development now!!! Yipee!!!! Suggestions are still welcome!!!!! -
just got fennel, but it seems like its just a really bad crop in all aspects. It only has 50 satiety, as well as taking 32 days to grow, and spoils in 21 days. It has the same nutrient consumption as rye, however it drops a lot of vegetables, however this doesnt really seem like a great tradeoff. Am i missing something here? (Fishing is not something thats possible, No oceans here in a 2000 blocks radius.)
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Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
wait, thats actually genius PISTON ENGINES ARE BACK ON THE MENU!!!! -
Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
This is actually my big dream project, developing a game pretty much just like that! -
Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
I am 100% aboard on this, as i think its what would separate the glider from the plane, and is also the reason i will not under any circumstances add any form of VTOL aircraft to the mod, as that would negate the need for infrastructure, and turn the plane into a big, powered, super glider, much like the elytra in TOBGWSNBNATPOTF. Previous to discovering VS, me and my friend had another slightly modded minecraft server, most importantly featuring valkyrien skies and warium, these two mods allowing for creation of a variety of aircraft. Planes felt really balanced, as you needed some form of runway to land, which meant most trips were paratrooper-esque dropoffs during supersonic flight, with the pilot returning to base to refuel. Helicopters practically negated that, and with me inventing the gyrodyne, the age of planes were over, and gyrodynes ruled the sky. (Until mod compatability issues perma-locked the server in an infinite loop of crashes, leading to us finding vintage story.) But yes, absolutely, infrastructure will be required to operate the plane, let alone refuel it and/or repair it. -
Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
Another other big challenge is making them fit in with the games setting. Especially in my case, because im a sucker for cold war aircraft. Vintage story does in no way take place during the cold war. However, I believe that you can make just about any aircraft look like an old scrapbox thats going to fall apart any second if you try hard enough. (theres limits to this, its probably harder to do with an F-35 than with a MiG-9 (in the case of the MiG-9, it already is )) But still, where do you draw the line on what is "fits inside the game but still feels like a mod" or "skyscraper in victorian era housing area"? I would say swing wing jet aircraft. Now, I know that sounds... bad. But, I actually think its possible, with some minor changes to how it would function. First of all, this is definitely a jonas tech thing. No questions asked there. How am I ever going to integrate it into the game; no idea. But we do have oils in the game now, so theres that! Surely nothing could go wrong with the olive oil powered hydraulics that have to perform under intense aerodynamic stress because if it doesnt, the plane go kaput. Each wing would probably require their own blueprints for said swing wing, probably being dropped by something or in a unique structure. The swing wing schematic will not be able to be duplicated. When crafted, it has to be paired up with the swinging part of the wing (the "swing wing") and the "shoulder" (the "fixed wing" section of the wing, can be variable lengths.), then it can finally be a "proper" wing "part", and can be mounted to the plane. "well then Helst, that sounds like a huge amount of work? why would i ever want to use the swing wing??" Fear not, for i have an answer! I am making an aerodynamics system in vintage story. Is it a good idea for a new modder who has never written a line of C#? No. But its not that hard, as it would likely just be a set value in a .json file that determines lift, drag, weight, etc. for each wing, and in the swing wings case, the wings lift and drag is changed when sweeped in different angles. This system also applies to the durability system mentioned in an earlier post, with covering panels flying off or being removed from the aircraft in some way, affecting drag negatively the more your "cover" durability is reduced, subsequently, your drag and lift is also greatly reduced when your lifting surface is introduced to total structural failure. As for jets engines, this is where all forms of realism is thrown out the window, and by thrown, i mean its not on this planet anymore. Its gone, reduced to ashes through atmospheric heating induced by exiting the atmosphere. Jet fuel is made of powdered charcoal dissolved in (most likely) linseed oil. Linseed oil is flammable. Linseed oil also hardens after some time. Our linseed oil will not harden unless i decide there wasnt enough harm done to the fuel system. Fuel pumps will be made from a schematic to the pump things in the resonance archives. (unrelated, but we just went there recently, by the way!) Fuel pumps will need temporal gears inside them to pump fuel in, similar to how the pseudo-electrical APU will need coal to start literally everything in the plane. speaking of pseudo-electrical APU's, lets talk about those real quick. As i have chosen NOT to include actual electrical circuits and stuff, I have instead gone for the far superior electro-mechanical route. "But Helst, doesnt that have electricity in it?" We dont cut into malinformation around these parts. Anyways, the apu provides rotational power to the pumps, which in turn provide fuel to the engine, which in turn provides rotational energy to the alternator, which in turn provides electricity temporal magic to the whole craft. The APU needs 6 coal to provide enough power, and is ignited by torch when starting up. It takes 1 real life minute for the APU to start up properly. The APU is able to be ran in "idle mode", which lowers the oxygen flow to the fire, reducing the time the APU takes to start up, with it only taking 5 seconds to start up after 5 minutes of idling. (Works similar to how chickens get less scared by the player for each generation, with -10 seconds for each minute in idle, capping at min. 5 seconds.) The APU turns off after 6 in-game hours, however it will likely still be hot for a while, ie. have a lower startup time, than if it were to be a cold start. Jets require schematics, which can be duplicated, albeit this process is quite expensive, requring 2 books and the original schematic to duplicate it, similar to the glider. (except much more expensive) Jets are constructed from three parts, compression, combustion and exhaust, with the first two being the most important, with the latter only really affecting things like noise and smoke. (and thrust, in the case of the afterburner. (which will also be added btw)) Jets are the second way of propulsion, with propellers being another option, however there will be no piston engines, as i simply dont like them, and turboprops are awesome. As for aesthetics, i think having the metal-hulled planes be riveted together would help alot, alongside having them be slightly brownish, like cupronickel. having small seams into the plane, while certainly not great for aerodynamics, is great for looks! Glass will likely be foggy, similar to quartz glass. Canopy glass will also have a peridot variant, just for fun. The plane will smoke ALOT, from the engine, the APU or anywhere else where smoke could reasonably come out. This will be noticable inside the plane too, with the canopy "sodding up" on long trips, having to be cleaned, unless you want to fly (partially) blind. Anywhere where electronics would be used in real life would have a turquoise glow like the temporal gear, as well as being used for cockpit lighting under night conditions, where it would otherwise not be possible to see and press buttons inside the cockpit. (this would likely be implemented as button inputs, ie. anything other than throttle and stick not registering when sunlight levels are under 1 or whatever method would function best, unless backlighting is installed.) TL;DR: jonas aesthetics and temporal magic stuff to not look out of place, swing wing and jets are a thing, Helst_navngivet excuses lack of thinking power with "its jonas magic" Any other ideas regarding making planes not look (completely) out of place? -
Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
for fully powered flight, i think the best way to go about it would be something like having the plane require extensive amounts of check-ups, tests, etc. like LadyWYT mentioned, if possible, the best way to implement it would be having the individual modules of the plane have a sort of "durability bar", requiring repairs once every [ ____ ] flight hours. For example, lets say you fly 20 hours total in the plane. There is a random chance of something breaking every 20 flight hours (in this example), sort of like the beehive kiln. Lets say the engine is damaged. Now you have to pull it out and repair it. (probably with a special tool or something, to further encourage proper infrastructure) I think something like that is the best way to balance it without lowering the fun factor too much. Overall, i think the best way to do it is long term expenses, Be it maintenance, infrastructure or even just rearm/refueling. -
Planes; Gameplay, balance and other stuff
Helst_navngivet replied to Helst_navngivet's topic in Discussion
That is actually an amazing idea, If i ever come around to making it this is 100% getting implemented. It would be the most vintage story thing ever, walking through a forest at midnight in pitch black darkness, searching for your friend who crashed thousands of blocks away in the plane with all the rusty gears, losing one guy to a bear and freezing half to death, then finally reaching the plane, then doing the whole thing all over again just to get back to the base. also larping as a plane crash investigator would be pretty cool. -
We just got the glider on our server. Its pretty fun, as we have a very tall mountain, and a tower to build-height on said mountain. You can build up quite a hefty amount of speed, however, our lust for more speed is yet to be filled. I then had the genius idea of: "What if we had a plane/glider mod that went really fast?" and we both agreed that it would be pretty fun. However, there should be a reason as to why you shouldnt just use this super-glider forever and always. My idea would be all of the following; 1) it would be very expensive in the long run. It would require frequent repairs after use, like replacing flax in the wings, structural repairs, etc. 2) it would be too fast. This one i was kind of "meh" on, as it could work, however i dont know how fun it would be. The idea was to make a sort of rocket engine, powered by a huge load of blasting powder, that would then accelerate you extremely quickly. You would not be able to turn it off again, only moderating how much coolant and/or oxidiser it would get(see 3) for more info), subsequently making the plane slightly slower/faster. 3) it would be very hard to fly. things like wings ripping off under high G turns and engine overheating would be something you would have to manage when piloting. The pilot would also have to duck and look through a small glass window in the fuselage after high speed because their eyes are dried out by the wind, which would result in blurry vision. This could probably be negated somewhat by the snow goggle thingys. 4) recovery would be a slog. This would mean it would be fun for... well.. fun, however it wouldnt be particularly nice to use over long distances, as you would have to haul it all the way home. any other suggestions for balancing ideas? (sorry for the bad english btw, it is not my first language)
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Things I noticed as a new player
Helst_navngivet replied to RedShifter Csongor's topic in Discussion
I will always continue to find this weird.- 4 replies
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- early game
- bugs
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(spoiler because its a tiny bit long) a little context: (sorry for my less-than-ideal handwriting skills!)
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just a little story i wanted to tell, sadly i forgot to take a screenshot. I play on a server with a friend of mine. Something very important to mention is that we recently got about 30 gears from a caving trip. I used around 20 gears to buy clothes from a tailor that resides about a hundred blocks from our home. Then i tried to find more tailors, which i didnt, however i did find some other trader, whom i bought a high potential rough diamond from. Then we were very low on gears, so me and my friend decided to go on a grand journey to find a trader that will buy this legendary gemstone. We WALKED 5000 blocks, and found no trader willing to pay for our diamond. We shot those with bad trades, leaving behind a string of abandoned wagons and buildings. We then decided to explore some of the local limestone ruins that were around the area. Nothing of interest either. We decide to walk a little more, just to see if we got lucky and found a willing trader. We didnt. We stop for a moment to look around, just to see if we missed something. Nothing. The howling wind of the plain is kind of jarring. I take a look around. Its quite flat. Except for a singular bump, about 15 blocks to our right. Theres a cobblestone structure INSIDE the hill, barely fitting inside it, but its still inside it. We decide to go a little closer, and find out this is some sort of mine. Then we realise that this is a story location. We went west and found some sort of mineshaft story location out of pure luck. We didnt go very deep into it. we went to the bottom of the vertical shaft, then heard a drifter. I then misclick on one of the walls with a piece of chalk, which startles the two of us. We run out of the mine as fast as we can. Next time we are bringing plate armor. (no spoilers please!!!!)
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you chisel your own rocket and power it with the hundreds of plant debris from LMB/RMB mixups
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Thank you!!
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On my server, we have a rather large mill, with a helve hammer connected to it. We recently changed from normal windmill sails (50 Kn) to large windmill sails (75 Kn). The helve hammer still does not function when geared up 5x. How much torque is needed to operate it at a practical speed?
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Taken during a somewhat scary temporal storm, when we realised our armor was not helping enough we went inside our (unfinished) house, then sat in the frame for a painting that will likely be finished next winter. Its not the most interesting picture in the world, but i thought it was somewhat nice.
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Our homestead, original house was the sod roofed cobblestone to the lower left, the house was then expanded with the cobblestone tower, somewhat visible, to the left of the picture. During the winter the lower right house was added, this was the first build to use beams. In year 2 (time the screenshot is taken), our main building was expanded once again, adding the big house to the upper right, with the green windows. This made heavy use of support beams, and a 6x4 frame for a painting was made on the upper floor. The big house is not quite finished yet, the windows to the left side of the building (not shown in picture) is yet to be finished, as they are quite detailed. This is the mill, with our quern (functional) and our hammer and pulverizer, the latter two, however, are not functional, as our mill does not have enough torque yet to operate them at a sensible speed. When our flax harvest comes around, we can hopefully make some large sails to finally realize our milling dreams. The attached sod-roofed building was the original building, and is our smithy. The base of the mill was then built in the later part of year 1. The mill as shown in the screenshot was completed at the very start of year 2. The chimney does have quite the unfortunate shape, however. Note that we do have a rather large wall around our home, will take screenshot of it later, aswell as the interior of the different builds.
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Its enviromental condtions, but also whether the block its spawning in is valid or not. For most land animals this would be air and tall/short grass. I am guessing the entity spawns are set in the "chunkdata" file, however i do not actually know. hope this helps.