Author Topic: Quasar4x - An Aurora4x VB6 clone  (Read 161849 times)

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Claire

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #225 on: December 06, 2019, 02:29:39 AM »
I just found out about this project.  Thanks for keeping things going with developing this, this is awesome to see!
 

Offline 01010100

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #226 on: December 12, 2019, 08:19:11 AM »
Will this project be made open source? It would allow other people who want to make a slightly different Aurora version to use this as a base rather than having to fully re-code everything from scratch just to make a few small changes.
 

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #227 on: December 12, 2019, 09:14:02 AM »
He's said he's not planning on making it open source.
 
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Offline Kyle (OP)

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #228 on: December 12, 2019, 06:46:28 PM »
Progress update 2019-12-12:

The following UI elements are now functional (in Create New Game and F9 > SM New Empire):

- Trans-Newtonian start
- Assign Starting tech points automatically
- Create ship systems and ship designs

Just three items, but a lot goes into these!

Trans-Newtonian Start does the same thing Aurora does, which assigns the TN tech and a few other key techs such as Jump Point Theory to the new race.

Assign starting tech points automatically behaves the same as Aurora; Specifically, it first assigns available points to a few techs appropriate for the first tier of engines; The next points go to "tier 1" missile techs, the next to tier 1 beam techs, and so on in a fixed order of priority.  After the basics are covered, it starts choosing tech groups at random from the StartingTechGroups table based on the weighting assigned in that table.  Each tech group has a few fixed tech categories (from the TechTypes table) and a few optional ones that are either picked or not picked at random.  Tech selection will focus on only one beam type, with Lasers being the most likely.

Creating ship systems randomly generates a design philosophy based on the techs available and the preferred beam type, in the same manner as Aurora.  Specifically, it chooses: an active resolution from about 60 to 100, weighted toward 100; a baseline number of commercial engines; a baseline size for engines; a baseline size for anti-ship launchers; a baseline size for mines; a target military hull size; a relative level of emphasis on spare parts and maintenance; a baseline number of engines for military ships; point defense preference; and a baseline target armor.

Ship components are then designed based on the above design philosophy and the tech available, picking the best techs where appropriate and randomly generating tech choices when there is no clear choice.  The same components are generated that Aurora generates, specifically: Missile engine; turret; Anti-missile active sensors; anti-FAC active sensors; anti-fighter active sensors; anti large ship active sensors; anti very large ship active sensors; anti small ship active sensors; anti tiny ship active sensors; anti missile MFC; FAC MFC; anti fighter MFC; battle cruiser jump drive; beam fc prioritizing range; beam fc prioritizing speed; cruiser jump drive; mines and their second stages; plasma carronades; ciws weapons; cloaks; commercial engines; destroyer jump drives; four sizes of EM sensors; military engine; FAC engine; FAC missile launcher; FAC missiles; fighter engine; gauss weapon; default jump drive; large laser; large missile launcher; large MFC; magazine; missile launcher; long range missile; meson weapon; mine launcher; point defense laser; point defense launcher; point defense meson weapon; point defense missile; scout engine; shields; standard mfc; standard missile; four sizes of thermal sensors; and a particle cannon.

Ships designs are then generated based on the components and design philosophy generated.  As in Aurora, the AutomatedClassDesign table is used as a guideline for ship designs generated, which are: Small colony ship; anti missile jump destroyer escort; large colony ship; jump destroyer (beam); Anti FAC destroyer; heavy cruiser; anti-fighter destroyer (missiles); anti-missile escort cruiser; anti-fighter jump destroyer; destroyer escort; jump cruiser; fighter; cruiser (missiles); scout; strike cruiser; jump escort cruiser; missile defense base; destroyer (missiles); anti-missile jump escort cruiser; fuel harvester; destroyer; anti-missile destroyer escort; geosurvey ship; jump battlecruiser (beam); jump cruiser (beam); carrier; beam defense base; terraformer; jump battlecruiser; jump destroyer escort; fast attack craft; battlecruiser; small freighter; escort cruiser; grav survey ship; freighter; jump destroyer; anti-FAC jump destroyer; troop dropship; jump gate constructor; fuel harvester; salvager

Here's an example comparison of missile-based cruisers generated six times.  The first three listed were generated by Aurora.  The last three were generated by Quasar.  1000000 starting tech points are chosen for each, and the programs do the rest.


Off-Topic: design comparisons • show


Aurora 7.1:

Edward VII class Missile Cruiser    15,400 tons     351 Crew     3462.4 BP      TCS 308  TH 1152  EM 0
3740 km/s     Armour 9-55     Shields 0-0     Sensors 33/1/0/0     Damage Control Rating 6     PPV 48
Maint Life 1.59 Years     MSP 843    AFR 316%    IFR 4.4%    1YR 387    5YR 5804    Max Repair 540 MSP
Intended Deployment Time: 6 months    Spare Berths 1
Magazine 762

115.2 EP Magneto-plasma Drive (10)    Power 115.2    Fuel Use 103.79%    Signature 115.2    Exp 12%
Fuel Capacity 1,950,000 Litres    Range 22.0 billion km   (67 days at full power)

CIWS-320 (3x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Size 3 Missile Launcher (16)    Missile Size 3    Rate of Fire 20
Missile Fire Control FC401-R103 (2)     Range 401.9m km    Resolution 103
Hotspur Anti-ship Missile (254)  Speed: 23,500 km/s   End: 204.7m    Range: 288.6m km   WH: 6    Size: 3    TH: 78/47/23

Active Search Sensor MR177-R20 (1)     GPS 7200     Range 177.1m km    Resolution 20
Active Search Sensor MR602-R103 (1)     GPS 55620     Range 602.8m km    Resolution 103
Thermal Sensor TH3-33 (1)     Sensitivity 33     Detect Sig Strength 1000:  33m km





Edward VII class Missile Cruiser    17,800 tons     503 Crew     3277 BP      TCS 356  TH 792  EM 0
2224 km/s     Armour 7-60     Shields 0-0     Sensors 33/22/0/0     Damage Control Rating 4     PPV 96
Maint Life 0.42 Years     MSP 460    AFR 633%    IFR 8.8%    1YR 1103    5YR 16551    Max Repair 480 MSP
Intended Deployment Time: 6 months    Spare Berths 0
Magazine 1218

132 EP Ion Drive (6)    Power 132    Fuel Use 91.38%    Signature 132    Exp 11%
Fuel Capacity 1,050,000 Litres    Range 11.6 billion km   (60 days at full power)

CIWS-200 (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 3 Missile Launcher (32)    Missile Size 3    Rate of Fire 25
Missile Fire Control FC308-R95 (2)     Range 308.8m km    Resolution 95
Sottef Anti-ship Missile (406)  Speed: 13,700 km/s   End: 294.7m    Range: 242.2m km   WH: 7    Size: 3    TH: 45/27/13

Active Search Sensor MR514-R95 (1)     GPS 45600     Range 514.6m km    Resolution 95
Active Search Sensor MR141-R20 (1)     GPS 5760     Range 141.7m km    Resolution 20
Thermal Sensor TH3-33 (1)     Sensitivity 33     Detect Sig Strength 1000:  33m km
EM Detection Sensor EM2-22 (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECCM-2 (1)         ECM 20




Hood class Missile Cruiser    16,400 tons     375 Crew     2797.98 BP      TCS 328  TH 720  EM 0
2195 km/s     Armour 7-57     Shields 0-0     Sensors 16/1/0/0     Damage Control Rating 4     PPV 60
Maint Life 0.8 Years     MSP 427    AFR 537%    IFR 7.5%    1YR 535    5YR 8028    Max Repair 396 MSP
Intended Deployment Time: 6 months    Spare Berths 1
Magazine 1311

60 EP Ion Drive (12)    Power 60    Fuel Use 76%    Signature 60    Exp 10%
Fuel Capacity 800,000 Litres    Range 11.6 billion km   (60 days at full power)

CIWS-500 (2x8)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Size 4 Missile Launcher (15)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC141-R67 (2)     Range 141.4m km    Resolution 67
Gehenna Anti-ship Missile (327)  Speed: 12,600 km/s   End: 280.1m    Range: 211.8m km   WH: 11    Size: 4    TH: 42/25/12

Active Search Sensor MR77-R20 (1)     GPS 4320     Range 77.3m km    Resolution 20
Active Search Sensor MR259-R67 (1)     GPS 26532     Range 259.3m km    Resolution 67
Thermal Sensor TH2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km




Q4X:


Hood class Missile Cruiser    17 900 tons     404 Crew     3103.44 BP      TCS 358  TH 1108  EM 0
3094 km/s     Armor 6-60     Shields 0-0     Sensors 24/16/0/0     Damage Control Rating 2     PPV 68
Maint Life 0.21 Years     MSP 217    AFR 1280%    IFR 17.7%    1YR 1041    5YR 15608    Max Repair 432 MSP
Intended Deployment Time: 6 months    Spare Berths 0
Magazine 1236

92.4 EP Ion Drive (12)    Power 92.4    Fuel Use 94.42%    Signature 92.4    Exp 11%
Fuel Capacity 1 900 000 Liters    Range 20.2 billion km   (75 days at full power)

CIWS-160 (1x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Size 4 Missile Launcher (17)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC170-R97 (2)     Range 170.2m km    Resolution 97
Sendai Anti-ship Missile (309)  Speed: 15 100 km/s   End: 2.01h    Range: 109.5m km   WH: 12    Size: 4    TH: 50/30/15

Active Search Sensor MR340-R97 (1)     GPS 41904     Range 340.4m km    Resolution 97
Active Search Sensor MR77-R20 (1)     GPS 4320     Range 77.3m km    MCR 21.0k km    Resolution 20
Thermal Sensor TH3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km




Hood class Missile Cruiser    19 600 tons     504 Crew     4143.1 BP      TCS 392  TH 1200  EM 0
3061 km/s     Armor 4-64     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 3     PPV 90
Maint Life 0.19 Years     MSP 397    AFR 1023%    IFR 14.2%    1YR 2144    5YR 32166    Max Repair 800 MSP
Intended Deployment Time: 6 months    Spare Berths 2
Magazine 1378

60 EP Ion Drive (20)    Power 60    Fuel Use 76%    Signature 60    Exp 10%
Fuel Capacity 1 400 000 Liters    Range 16.9 billion km   (63 days at full power)

CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 5 Missile Launcher (18)    Missile Size 5    Rate of Fire 25
Missile Fire Control FC503-R91 (2)     Range 503.7m km    Resolution 91
Saga Anti-ship Missile (275)  Speed: 10 400 km/s   End: 16.08h    Range: 602.1m km   WH: 11    Size: 4.998    TH: 35/21/10

Active Search Sensor MR839-R91 (1)     GPS 72800     Range 839.5m km    MCR 11.0k km    Resolution 91
Active Search Sensor MR236-R20 (1)     GPS 9600     Range 236.1m km    MCR 64.3k km    Resolution 20
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECCM-1 (1)         ECM 10




Hood class Missile Cruiser    16 100 tons     365 Crew     3476.6 BP      TCS 322  TH 1800  EM 0
5590 km/s     Armor 7-56     Shields 0-0     Sensors 42/28/0/0     Damage Control Rating 4     PPV 55
Maint Life 0.65 Years     MSP 541    AFR 516%    IFR 7.1%    1YR 831    5YR 12461    Max Repair 480 MSP
Intended Deployment Time: 6 months    Spare Berths 0
Magazine 1134

150 EP Magnetic Fusion Drive (12)    Power 150    Fuel Use 47%    Signature 150    Exp 10%
Fuel Capacity 1 350 000 Liters    Range 32.1 billion km   (66 days at full power)

CIWS-120 (2x8)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 5 Missile Launcher (11)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC405-R101 (2)     Range 405.2m km    Resolution 101
Inhauma Anti-ship Missile (226)  Speed: 22 799 km/s   End: 5.94h    Range: 487.3m km   WH: 5    Size: 5    TH: 76/46/23

Active Search Sensor MR675-R101 (1)     GPS 48480     Range 675.4m km    Resolution 101
Active Search Sensor MR180-R20 (1)     GPS 5760     Range 180.3m km    MCR 49.1k km    Resolution 20
Thermal Sensor TH3-42 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km


I put similar comparisons of all other categories up on pastebin.  The latest build has been pushed to itch as well in case you want to experiment with this.  I should point out that I follow Aurora's design methodology very closely, for better or worse.  I don't check whether the designs are good on their own, I only check to see that they come close to Aurora.  Now that the architecture is in place it can be easily improved upon later.  A fair amount can already be adjusted (armor, for example) by tweaking the database -- the same is possible in Aurora in fact.

This completes another huge hurdle that until recently I wasn't sure I'd be able to do.  And the real benefit of getting this done is that it was required before any work on Civilians and AI would be possible, so we're that much closer to those!  Hooray!   Next up will be some more items I mentioned in previous posts; I haven't decided on which to do first yet.  Onward!
« Last Edit: December 12, 2019, 06:51:51 PM by Kyle »
 
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Offline Kyle (OP)

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #229 on: December 17, 2019, 01:15:54 PM »
Progress update 2019-12-17:

Lots of progress!  The following items are now implemented in the latest build:

- Plasma Carronades
- Particle Beams
- Railguns
- High Power Microwaves
- Gauss Cannons
- Mesons
- Synchronized firing
- Short firing delay when inexperienced ships are ordered to open fire
- Alien ship class armor rating intel updates

More UI elements are now functional:
- Combat Overview: Targeted by TG / Targeted by Empire checkboxes, Copy Targets to Same Class in TG/System buttons, Multiple Targets Same Loc button
- Ships window: Open Fire, Cease Fire
- View Technology window: Listings for High power microwave, particle beam, plasma carronade, railgun
- High power microwave, particle beam, plasma carronade, railgun added to class and ship summaries

Here's Plasma Carronades in action:








Particle beams:








Railguns:








High Power Microwaves:



microwave bonus damage to shields:


microwave frying electronics (only):





Gauss Cannons (fired from much closer range than the other types):




(my favorite animation here btw. bloody gauss cannons!)




And mesons! The defender's point of view is more interesting for the still screenshot:

 




Yay!  But no matter how fast I go, there's still so much I can think of left to do.  Missiles obviously, point defense, CIWS, all the items I ticked off a few posts back, and on and on.  The list of non-AI features in Aurora 7.1 is finite but it's never felt so infinite.  Anyway, to keep things interesting I'll most likely set the weapons category aside for a bit and switch to... bombardment and repercussions, most likely.  That would pretty much finish ground battle and mass drivers, and will take care of that part for missiles when I get to them.  Onward!!!!
 
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Offline Kyle (OP)

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #230 on: December 23, 2019, 02:28:28 PM »
Progress update 2019-12-23:

Bombardment is done!

Here's a relatively small impact from a mass driver packet showing one possible RNG outcome:




Collateral damage from ground war:




Here's a large impact, causing a population surrender in one shot.  In this case it happens to be the same empire, but surrender and pop transfer from bombing an alien is also done.




After the above impact, the population's status changes to Vanquished.

Population political status is now implemented.  If there is no unrest, status points will rise slowly according to Aurora 7.1 rules and it will periodically be upgraded to the next political status, unless 'F2 > Prevent Increase' is checked.  A status worse than Imperial Population will negatively affect anything that Manufacturing Efficiency affects, except for Automated Mines.  Unrest will rise if there are insufficient occupational forces.  I added unrest due to insufficient PPV as well, which should be the last of the unrest-related features.

No idea when or what the next update will be, but rest assured I'm still going!  Enjoy the holidays :) 
 
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Offline Bughunter

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #231 on: December 26, 2019, 03:37:51 PM »
Kyle, this project made me discover Godot as an option for a game project of my own. I'm impressed with your pace and my needs are very similar to what you do here, mostly UI with a db and some light graphics but need to be cross-platform. Started to poke around with gdscript but a bit confused about how to organize everything properly.

Any chance you could share your project as an empty template without code? If not no worries, just thought I'd ask.
 

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #232 on: January 06, 2020, 12:56:21 PM »
Kyle, this project made me discover Godot as an option for a game project of my own. I'm impressed with your pace and my needs are very similar to what you do here, mostly UI with a db and some light graphics but need to be cross-platform. Started to poke around with gdscript but a bit confused about how to organize everything properly.

Any chance you could share your project as an empty template without code? If not no worries, just thought I'd ask.

At some point parts might be shared in sort of a lite format as I add moddability but I don't have anything I can easily share right now. 

Also I mainly dropped by to give everyone a heads up that I am taking a bit of a break from the project.  The holidays always have a way of distracting me towards other fun, non programming things.  The same thing happened last year but not to worry, it shouldn't be as long of a break.. maybe a month or so?  I'm looking forward to the C# release as much as anyone else too, and now that that's drawing nearer, getting my hands on a good 4x isn't so dependent on when I finish this project.  I am in no way quitting though!  This project is important to me. 

Missiles will be next, by the way.  I have the beginnings of the missile code started.  I'll post an update on what I'm up to no later than Feb 1, sound good?  Thanks for all the support so far.
 
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Offline twice2double

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #233 on: January 06, 2020, 02:09:42 PM »
I get it man.  I'm in the process of creating my own spin on Aurora4x with Unity3d and I periodically get overwhelmed/discouraged.
I'm constantly cutting out planned features cause of the sheer depth of this game :o I can't believe you've been so true to the original game.

Take care of yourself.  No sense getting burnt out.
Looking forward to your future updates.
 
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Offline Froggiest1982

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #234 on: January 10, 2020, 04:48:56 PM »
Kyle, this project made me discover Godot as an option for a game project of my own. I'm impressed with your pace and my needs are very similar to what you do here, mostly UI with a db and some light graphics but need to be cross-platform. Started to poke around with gdscript but a bit confused about how to organize everything properly.

Any chance you could share your project as an empty template without code? If not no worries, just thought I'd ask.

At some point parts might be shared in sort of a lite format as I add moddability but I don't have anything I can easily share right now. 

Also I mainly dropped by to give everyone a heads up that I am taking a bit of a break from the project.  The holidays always have a way of distracting me towards other fun, non programming things.  The same thing happened last year but not to worry, it shouldn't be as long of a break.. maybe a month or so?  I'm looking forward to the C# release as much as anyone else too, and now that that's drawing nearer, getting my hands on a good 4x isn't so dependent on when I finish this project.  I am in no way quitting though!  This project is important to me. 

Missiles will be next, by the way.  I have the beginnings of the missile code started.  I'll post an update on what I'm up to no later than Feb 1, sound good?  Thanks for all the support so far.

Hi Kyle, I think as long as we can get our hands on a fully functional clone even without AI will be great. This will be plenty of Roleplay and Storybuilding already to keep us busy until you will get the time/will to put yourself through the AI management mess!
 Keep up the good work!
 
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Offline swarm_sadist

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #235 on: January 13, 2020, 03:57:55 PM »
Question on sensors:
Are you using the 7.0 sensor formula or the new one in C#?

Also are you planning on doing any of the smaller C# updates, such as having a proper number of days in a month? I'm not expecting a clone of C# from you, but some of Steve's C# code, especially the older updates are pretty simple QoL improvements.
 

Offline JustAnotherDude

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #236 on: January 13, 2020, 03:59:26 PM »
Kyle has stated pretty unequivocally that he is aiming for, at least to start, a more or less exact translation, short of bugs.
 
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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #237 on: January 15, 2020, 05:15:11 PM »
So I know there's a freeze on adding features to quasar, but is it likely we'll get some new SM tools? (you can't for example sm create or destroy a planet or asteroid)
 

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #238 on: January 15, 2020, 06:05:26 PM »
So I know there's a freeze on adding features to quasar, but is it likely we'll get some new SM tools? (you can't for example sm create or destroy a planet or asteroid)

Most likely after he gets Quasar = VB6 Aurora.

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #239 on: January 22, 2020, 03:41:46 PM »
Progress Update 2020-01-22:

I'm back!  And I've already spent a day continuing the missile code, resulting in an exciting gif I wanted to share:



And two more UI elements are functional:
- F3 > Show Salvo Launch Platform
- F3 > Show Salvo Target

There's still a whole lot more to do with missiles; as you can see there are no impacts yet.  I expect missile-related things to take quite awhile and span several more progress updates.  Onward!
 
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