3D holographic display (for maps/radar)

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#1
Simple module, that displays several non-physical icons (3d or bilboard) inside it's display zone (around central point).
Position, orientation and size of each icon would be supplied by Yolol commands.
Higher tiers could be bigger or allow displaying more objects.
Hologram is visible only up to few meters.

Usage: battlefield maps (orders and ally positions could be send via transmitter), dynamic cross-hair (i.e. for casemate guns), hud, maps, ect.

Easy to implement, not FPS hungry, customisable, deeply integrated wit yolol.
 
Joined
Aug 14, 2019
Messages
102
#2
the trouble with it is that it allows solo players to use massive capital ships on their own as the computer does all the targeting which while fun at first would get quite boring unless you implemented a limit to how many guns or the controls to the guns could access this and therefore mean it doesn't give full power totally to one person or have system where the person can't decide what it shoots at so the computer will shoot at anything with no Friendly tag however what might be less game breaking is a 2D map that could tell players of ships located around them but not exactly where those ships are in relation to 3D outside the ship so you could still use battlefield maps or a early warning detection system just not auto-aiming
 

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#3
The module is meant to only display what Yolol already knows from other modules. So in no way it allows auto-targeting turrets.

Single player can already control as many turrets as he wants. Empire gunship was tested with central fire control seat. You can also possibly make a system where player from one ship aims guns from another ship.
Kind of transponder system was hinted by developers. Transmitters/receivers that can do the same are already implemented.
2d map in space makes no sense.
 
Joined
Aug 14, 2019
Messages
102
#4
Firstly if you can generate a 3D map of ships around you that means you have the data to allow for auto targeting secondly a 2D map can still warn people about ships in the area it just doesn't tell them where exactly they are which means you do not have a completely game breaking system
 

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#5
Don't mix two completely separate ideas. This one is ONLY for displaying whatever 3d data you already get in your Yolol.
Waypoints, friendly ships, parts of your own ship, manually aimed rangefinder collision point.

There is separate thread for enemy detection here: https://forum.starbasegame.com/threads/radar-ecm-and-eccm-transmitter-receiver-mechanics.278/ where you can read about 3d detection methods that would be useful for early warning, but useless for auto-aiming turrets.
 
Joined
Nov 19, 2019
Messages
3
#6
Firstly if you can generate a 3D map of ships around you that means you have the data to allow for auto targeting
not without an Optic system and range finder array to track the objects movement relative to the ship and weapon battery, otherwise the arc of fire would allays trail behind the target as it aims at wear the target is instead of wear its going, unless both the target and the ship wear complacently still then id never miss. in addition id only ever target the ships center of mass, so even if it did hit consistently, theirs no guarantee it would destroy the target.
any skilled hunter will tell you knowing wear something is, and being able to shoot at it are two completely different things.
your not entirely wrong, but your not entirely right ether

i would imagine the 3D version would look something like the one in elite dangerous, but would pick up any object (within reason) in the ships vicinity. meaning asteroids, ship wrecks, debris, Etc., but not the objects size, or any significant information on the object. as such it wouldn't be hard to hide among such benign objects, and long range missile systems can be used to destroy the antenna/dish or thruster systems, blinding them, or slowing them down. in addition the devs could add a property to the weaker materials used as armor to reduce or nullify a radars ability to detect them.
 

MixCTATNCT

Active endo
Joined
Jan 14, 2020
Messages
30
#7
Current wanted to write, already here there is. All right, this is a very necessary thing. And 2 tips. For the fighter, so that it does not take up space, but the information content is also minimal. And let the location be right in front of you. transparent hologram through which you can follow the battle and statically monitor the environment. And the second option, a large hologram that is more interactive through a special console, which is cumbersome, requires a lot of space but, but the most important thing for ships starting with the guard ship and larger.

Тока хотел написать, уже тут есть. Всё правильно это очень нужная вещь. Причём 2 видов. Для истребителя, чтобы он не занимал места но, информативность тоже чтобы была минимальная. А расположение пусть будет прямо перед тобой. прозрачная голограмма сквозь которую можно следить за боем и статично следить за окружением. И второй вариант, большая голограмма которая более интерактивна через спец пульт, которая громоздка, требует много пространства но, зато самое то для кораблей начиная с сторожевого корабля и крупнее.
 

MixCTATNCT

Active endo
Joined
Jan 14, 2020
Messages
30
#8
the trouble with it is that it allows solo players to use massive capital ships on their own as the computer does all the targeting which while fun at first would get quite boring unless you implemented a limit to how many guns or the controls to the guns could access this and therefore mean it doesn't give full power totally to one person or have system where the person can't decide what it shoots at so the computer will shoot at anything with no Friendly tag however what might be less game breaking is a 2D map that could tell players of ships located around them but not exactly where those ships are in relation to 3D outside the ship so you could still use battlefield maps or a early warning detection system just not auto-aiming
I doubt that this is just such a disaster. Well, someone will see that an object is approaching it. Well, he'll hit it. And this may be a bad goal. Or a target with a fake front. Projectile spent, no effect. And besides, if there is a radar that strongly breaks the game, it will not be a problem to create a silencer. Everything is normal I think.
 
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