Author |
Message |
goduranus
Joined: Tue Aug 03, 2010 4:51 pm Posts: 32
|
Idea:naval ship, using ACRocket
I got this idea of using a heavy (enough to sink in Akbalala's water) ACRocket (doesn't gib when sitting still) attached with several negative-mass attachables that makes it light enough to float. As the negative mass attachables are damanged and destroyed, the rocket becomes unbalanes and lists to one side. If the listing is serious enough to cause it to capsize, it will explode as rockets that get flipped are gibbed after a while. Otherwise, if more more attachables are destroyed, the craft loses bouyancy and sinks below the surface, where it would be gibbed(could be done without using some fragile attachable, that would gib due to water's bouyance, as a triggger).
It could be armed with various missile and gun turret on the top and depth-bombs and torpedo tubes on the bottom.
|
Fri Sep 10, 2010 5:29 pm |
|
|
goduranus
Joined: Tue Aug 03, 2010 4:51 pm Posts: 32
|
Re: Idea:naval ship, using ACRocket
oh noes, the water's bouyancy is acceleration and not force based, so this doesn't seem to work.
|
Fri Sep 10, 2010 7:03 pm |
|
|
Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
|
Re: Idea:naval ship, using ACRocket
Force = Mass * Acceleration. ==> Acceleration = Force / Mass
Still should be possible.
|
Wed Sep 22, 2010 8:48 pm |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: Idea:naval ship, using ACRocket
Sounds perfectly possible to me. But the antimass thing is a little unnecessary, just use invisible emitters.
|
Wed Sep 22, 2010 9:00 pm |
|
|
YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
|
Re: Idea:naval ship, using ACRocket
So to order it in it would just fall from the sky, then? Like the tradestar just happens to throw a rocket without thrusters (Fans, instead, right?) and hit water perfectly? Sounds cool.
|
Wed Sep 22, 2010 9:50 pm |
|
|
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
|
Re: Idea:naval ship, using ACRocket
Deliver it like the tank from the EDV ( http://forums.datarealms.com/viewtopic.php?f=61). I like the idea quite a bit, I'd love to see this become something.
|
Thu Sep 23, 2010 3:39 am |
|
|
YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
|
Re: Idea:naval ship, using ACRocket
'Fraid that topic doesn't exist, according to the forum.
|
Thu Sep 23, 2010 5:09 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: Idea:naval ship, using ACRocket
|
Thu Sep 23, 2010 5:34 am |
|
|
Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
|
Re: Idea:naval ship, using ACRocket
i was thinking of doing some concpet subs for water but then i found out that the game cannot do dynimic water.
|
Thu Sep 23, 2010 7:14 am |
|
|
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
|
Re: Idea:naval ship, using ACRocket
Whoops, I fail at trimming links. Dynamic water is irrelevant if you're far enough under the surface, nobody would notice. The water that we've got is good enough for a ship to sail in nicely.
|
Thu Sep 23, 2010 7:47 am |
|
|
Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
|
Re: Idea:naval ship, using ACRocket
Yes but i like the idea of having small amounts of lakes and pools not just one sea, sure the game engion cannot surpport this because of small army of reasons, now that i have that in the open someone will say "if you don't like it don't download it"
|
Thu Sep 23, 2010 8:47 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: Idea:naval ship, using ACRocket
Actually I would've said "If you don't like it make it better." It's a bit more constructive.
|
Thu Sep 23, 2010 9:00 am |
|
|
|