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Idea:naval ship, using ACRocket
http://45.55.195.193/viewtopic.php?f=75&t=19717
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Author:  goduranus [ Fri Sep 10, 2010 5:29 pm ]
Post subject:  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.

Author:  goduranus [ Fri Sep 10, 2010 7:03 pm ]
Post subject:  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.

Author:  Kyred [ Wed Sep 22, 2010 8:48 pm ]
Post subject:  Re: Idea:naval ship, using ACRocket

Force = Mass * Acceleration.
==> Acceleration = Force / Mass

Still should be possible.

Author:  Roast Veg [ Wed Sep 22, 2010 9:00 pm ]
Post subject:  Re: Idea:naval ship, using ACRocket

Sounds perfectly possible to me. But the antimass thing is a little unnecessary, just use invisible emitters.

Author:  YHTFLKC [ Wed Sep 22, 2010 9:50 pm ]
Post subject:  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.

Author:  PhantomAGN [ Thu Sep 23, 2010 3:39 am ]
Post subject:  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.

Author:  YHTFLKC [ Thu Sep 23, 2010 5:09 am ]
Post subject:  Re: Idea:naval ship, using ACRocket

'Fraid that topic doesn't exist, according to the forum.

Author:  411570N3 [ Thu Sep 23, 2010 5:34 am ]
Post subject:  Re: Idea:naval ship, using ACRocket

Try this one.

Author:  Sims_Doc [ Thu Sep 23, 2010 7:14 am ]
Post subject:  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.

Author:  PhantomAGN [ Thu Sep 23, 2010 7:47 am ]
Post subject:  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.

Author:  Sims_Doc [ Thu Sep 23, 2010 8:47 am ]
Post subject:  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"

Author:  411570N3 [ Thu Sep 23, 2010 9:00 am ]
Post subject:  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.

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