AstroSynthesis 3.0

General AstroSynthesis discussion

Re: AstroSynthesis 3.0

Postby Alan » Tue Feb 02, 2010 9:30 pm

I like the suggestions that have been made so far.

A few of the ideas I have are:

Interface and Display
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When selecting a body from the search window it should drill down to that actual body in the system data tree and not just the system. This can be bothersome in a multiple star system because then you have to go through each star/planet/moon etc to find the actual body you are looking for unless you have the default naming scheme (I, II, IV, etc for planets, .1, .2 for moons, etc), then it makes it a little easier to find it.

As a side note to that, maybe have two separate fields, one for the bodies designation and one for it's name. Depending on where you want to put the load the designation could be stored, thus adding to file size, and updating it dynamically when new bodies are added, the systems name changes, etc. Or generating it on the fly, thus chewing up more cycles, when a system is selected.

Smaller Bodies probably don't need to be displayed in the dropdown list in the Travel Time Calculator as it really doesn't make sense.

Asteroid Belts could have something similar to the Atmosphere Components for Planets/Moons that show the percentage of of different asteroid classifications that comprise the asteroid belt. C-Type, S-Type, and M-Type would probably be suitable for most peoples purposes but it would probably be good to give it the same number of rows as atmosphere composition in case someone wants to go more in-depth with Tholen or SMASS classification.

On the System Diagram have Asteroid Belts display as thick bands similar to how Rings on a Plants are displayed. Maybe not as a solid band but perhaps as a polka dot or hatched pattern to show the general area covered by the Asteroid Belt.

Multiple Spheres of Influence. The Federation of Do Gooders has three main branches; Space Boy Scouts who sell Space Popcorn, Space Girl Guides who sell Space Cookies, and Space Little Leagues who sell Space Raffle Tickets. Piggy Puff III is the centre of operations for the FDG in the Couch Potato Nebula. Booming sales of Space Carmel Space Popcorn and Tipple Stuffed Space Chocolate Space Cookies have allowed the Space Boy Scouts and Space Girl Guides to purchase and maintain a fleet of Space Buses to transport them to their Space Camping Trips and Space Community Service Events anywhere in the Couch Potato Nebula. Unfortunately poor sale of Space Raffle Tickets with a grand prize of a Space Home Gym and Space Personal Trainer have left the Space Little Leagues with only a few volunteer Space Moms driving Space Chevy Astro Vans and Space Ford Windstars to a few neighbouring systems to play Space Soccer and Space Baseball. Reports say the Space Boy Scouts and Space Girl Guides are not doing so well in the Diabetic Cluster.

Multiple Political Affiliations for basically the same reasons as multiple spheres of influence; being part of different pacts, trade agreements, alliances etc.

Placing stationary objects in a system. What I mean is objects that don't have an orbit, kinda setting specific, but maybe if you had jump points that didn't move thus travel to them would take more/less time depending on on your place of departure and where it was in it's orbit. I remember someone mentioning the idea of not having separate views for the sector/systems/bodies it all just depended on your level of zoom (I really like this idea by the way), if that was implemented then it really wouldn't be an issue because you could just place the Marker or whatever as a separate body and not a child of another body.

Plugins and API
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Support for subfolders in the plugins folder. It would be handy for things like my GURPS Suite to be able to reside lumped togeather in their own folder in the plugins folder.

Being able to create sub menus in the Plugins and Popmenu menus. I have plans to add more features to my GURPS Suite but it's starting to get a little cluttered in the menus. It would be nice if I could create a sub menu for them like how Subsectors work in the Filters menu or Change Body Type works in the popmenu, then I could have GURPS Suite > {list of plugins}.

Easier management of System Data Config Class. Unfortunately I'm not sure what the best way to go about doing this would be. Currently I think my GURPS plugins and the old one written by Robert Crawford are the only ones that change the System Data Config but I don't really like the idea of my plugins clobbering changes made by somebody else's or vice versa. Although the data isn't harmed if more plugins start to do it it would be a very annoying and possibly deal breaking experience for a user that is constantly getting the data display modified by multiple plugins every time they are run and having to go in an manually re-add fields to be displayed each time.

Custom Filters. 'Nuff said.

Being able to refresh the system data tree from the API.

Being able to more gracefully deselect all currently selected bodies. In my Plot Jump Route plugin I had to use this kludge
Code: Select all
   tempObj = sector.SelectBodies(Empty, Empty, 0)

It works, but I don't know if it's really suppose to work that way.

A Listbox Widget that supports multiple selection via the shift and control keys would be nice. In fact it would be nice to create more robust GUI's over all. Being able to preform event handling like OnChange for dropdown lists for example. I don't know if maybe HTA's may be a better way to go then just VBScript because it would allow for a lot more freedom in building and scripting the GUI, but I'm not sure how difficult it would to hook it into the AS API.

Those are what I can think of right now. I probably have more for the API but can't think of them right now.

Best Regards,
Alan Bartholet
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Re: AstroSynthesis 3.0

Postby Alan » Sat Feb 13, 2010 1:38 pm

Thought of another one.

Adding #version to the command tags and making it a column in the Plug-Ins tab in the Program Preferences, or wherever the AS3 equivalent would be. I think this would be a clean and easy way for users to find out what version of a script they are running without having to dig it out of the plugin file (if the author put it there) or requiring the author to put it somewhere in the name or description.

Best Regards,
Alan Bartholet
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Re: AstroSynthesis 3.0

Postby Erasmus » Tue Mar 09, 2010 11:34 am

Just downloaded AS2 and it is very nice.

I'm glad to see you are working toward a real database in AS3. An ODBC compliant one would be really great!!!!

If we could attach tables and change data from like say, MsAccess 2007 to manipulate the coordinates of ships and stuff based on data related to other games in progress that would be awesome.

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Re: AstroSynthesis 3.0

Postby DarthPedro » Tue Mar 09, 2010 1:51 pm

Local 3D Coordinates:

Configurable based upon the Star and also separate references for each planet. Parameters could include units of measure and be scaled to the overall galactic units.


Stationary Object:(as mentioned by another)

These would allow establishment of Warp Point (or other types) objects in stationary locations at 3D coordinates within the system (relative to the Star at a local scale). These stationary objects could have a parameter to link to a reciprocal location in deep space or another star system, etc. (Think Starfire) Additional customizable parameters could be included for use by a linked database tool.


Surface Colonies, Orbital Structures and Ships:

These would be either attached to a planet surface location, in orbit around a planet or moon, OR maneuvering within the local 3D reference via manipulation of those parameters via a linked database tool. Using default selection of icons and customizable blazon type 3D models as an option. Attitude parameter for proper "facing" of the object should be included as well as custom fields.

I would prefer MS Access compliance in some way using ODBC, etc.
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Re: AstroSynthesis 3.0

Postby Ed_NBOS » Tue Mar 09, 2010 5:02 pm

The database system being used is SQLIte - which is what The Keep also uses. There may be ODBC drivers for it, I dont know, but there are tons of database tools for issuing direct queries, and support for accessing it's databases is essentially universal in all programming langauges. For ex, its built into PHP.
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Re: AstroSynthesis 3.0

Postby gilbone » Thu Apr 29, 2010 12:01 am

Alan wrote:When selecting a body from the search window it should drill down to that actual body in the system data tree and not just the system. This can be bothersome in a multiple star system because then you have to go through each star/planet/moon etc to find the actual body you are looking for unless you have the default naming scheme (I, II, IV, etc for planets, .1, .2 for moons, etc), then it makes it a little easier to find it.


I second this. I would also like to see:

Routes searchable by name or length or type, even by the display properties.

A built in route generator that works similar to the Jump Route Plugin. It's only drawback I can see is that it only allows 10 ly jumps for the maximum (I think that's a Traveller-specific thing).

Populations generate more intelligently.

An option to use Imperial, Metric or custom units and to display alternate distances like AU, RE, etc.

More control over sector reports, like only selected or populated systems, or systems within X distance of selected systems or along a route. Even a report that only shows the populated system. I'd like to see subsectors reported in sector reports, too.

Labels on printed maps should never overlap. X,Y, and Z shown on prints, not just the 3rd dimension (based on print axis).

Export to csv as standard, choosing fields to export.

Custom filters.

Larger print preview images.


In the old Star Wars game by West End, there was a matrix of systems with distances to every other system. Something like that would help in determining routes without having to pan around the map or search.

Ctrl-clickabitlity.

Irregular sector and sub-sector support.

Night sky views from specific planets, maybe just in the export as image dialog.

Political boundaries, similar to subsectors.

a default image for each planet type, instead of "no surface map" It should be substituted by an actual surface map if one has been created, but a placeholder would be nice.

I'm sure I'd like to see more, I just can't think of anything else right now.

Goodnight space travellers.
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Re: AstroSynthesis 3.0

Postby U2mad » Wed Jun 02, 2010 10:21 am

The main things I've been wanting to see is mostly involving the system view. Having the ability to set and save the systems orbital positions would be really nice. Also having the ability to move the camera around the system to look at stuff.
You've already had these suggestions but I'm just putting in my vote as well :)

The only thing I don't think I saw a suggestion for, was I can't figure out a way to use the travel calculator to calculate the travel time between stars. Purhaps there's already a way to do that, but for me, I was trying to highlight the two systems in question and then open the travel calculator and it wouldn't give me the source/destination.

Oh, also for asteroid belts. I saw that I could set the orbital distance, and then set how wide the field was, but after I set all that and go to the system view, it still shows the asteroid belt as just a single orbital line and not something representing a large range of orbits.
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Re: AstroSynthesis 3.0

Postby Ed_NBOS » Wed Jun 02, 2010 2:08 pm

U2mad wrote:The only thing I don't think I saw a suggestion for, was I can't figure out a way to use the travel calculator to calculate the travel time between stars.


You cant, because every game and literary universe has their own method/rules for FTL and interstellar travel. This is something better left to a plugin for a specific rule set.
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Re: AstroSynthesis 3.0

Postby Ed_NBOS » Thu Jun 03, 2010 12:48 am

You guys are going to like the additions to the sector generator. I just finished adding slider bars for each body type, so you can control the relative frequency of each.
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Re: AstroSynthesis 3.0

Postby gilbone » Thu Jun 03, 2010 10:36 pm

SWEET!
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