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Nebula 3 Modules
nebula 3 modules

















It’s highly integrated the back up power, power distribution, cooling security , cable management, fire suppression and infrastructure within a module design.Learning Objectives. Make sure that these goals are NOT subjective and can be monitored andThis page is a discussion of the Hyperspace Module and Inter-Stellar Travel.Nebula Series Micromodule is a total solution in data center. Short term goals are basically anything that the client is used to doing and did on a regular basis prior to injury. Sit and watch a TV program 9. Take dog for short walk 8.

This module predominantly required by the Starship Module, though because it also handles the spheres of influence of alien species, it is also required by the Encounter Module as a source of data. The basic architecture of the module is similar to other modules within the game that handle basic data types (such as integers and strings) and hash tables / dictionaries. Included in this mandate is the ability of the player to keep track of where they are and where they are going through the use of a Sector starmap. Any movement outside of a star system). Explain the formation process of the terrestrial and giant planets.The Hyperspace Module is designed to handle the movement of the player's fleet through interstellar space (i.e. Summarize the physical and chemical changes during the solar nebula stage of solar system formation.

Nebula 3 Modules Code For The

At that time the view in the MVS will change to a view of interstellar space (maintaining the fleet icon in the center of the MVS with the star system the fleet just left represented as a nearby star icon) and the view in AVS2 will change to the ship's alert status ( this may be changed out with a local "minimap" or radar similar to the one found in The Lost Colony, if we wish to implement something like that). 7.4 Spheres of Influence/Dynamic UniverseThe player's fleet enters hyperspace anytime they reach the outer boundary of a star system (for more details on the boundaries of star systems, refer to the Inter-Planetary Travel Module discussion) while still in Maneuver mode in the Starship Interface (for details on the interface, refer to the Starship Module). 7.1 General Hyperspace Travel Procedure In the lifetime of the 2440 module there was an important controller software change in order to support the Windows database editor. All code for the Hyperspace Module is located in the sf3_hyperspace.py file.3.

nebula 3 modules

While there is no theoretical limit on the number of Sector objects that can be used by the game (owing to how the data is accessed), Starflight III will specifically have three Sector objects (one for each Sector in the game), and only one of these will be active at any given time. Sector objects may contain a number of children objects (namely StarSystem, Nebula, Flux, and Zone objects) which are used to contain specific data. Sector objects are meant to be used as containers for information on star systems (and their associated planets), nebulae, fluxes, and special zones, and are used by the Hyperspace Module, Inter-planetary Travel Module and Planetary Exploration Module specifically to access that information information contained in Sector Objects is also accessed in-game by the Starship Module (for the Starmap). This list contains the final variables included in the object. When it contacts another star icon, the ship will enter that system the MVS will change to a local "in-system" view and AVS2 will change over to the local system map the Inter-Planetary Travel Module will be active at that point.The following list is an indication of the various variables and methods that will be included in a Sector object.

They have no child objects of their own. They are also a sub-class of the SF3Actor class. Flux objects are meant to be used as child objects of Sector objects, and are used to hold information on specific end-points for fluxes. This list contains the final variables included in the module. Their data structure is as follows:The following list is an indication of the various variables and methods that will be included in a Flux object.

Nebula objects are meant to be used as child objects of Sector objects, and are used to hold information on specific areas regarding nebulae (specifically a centerpoint, radius, and type). This list contains the final variables included in the object. String: szDestination (indicates the destination Sector, used for inter-Sector fluxes)The following list is an indication of the various variables and methods that will be included in a Nebula object. Flag: bOneWay (can the flux be travelled in both directions, or just from the indicated start to the indicated end?). Their data structure is as follows: They are meant to be loaded along with the remainder of a Sector's data at any point when a Sector object is loaded (at the game's onset, or when the player's ship passes through an inter-Sector flux.

They are meant to be loaded along with the remainder of a Sector's data at any point when a Sector object is loaded (at the game's onset, or when the player's ship passes through an inter-Sector flux. Many Nebula objects may be included in the game one is required for each Nebula that needs to be located in a specific Sector. They have no child objects of their own.

While there is no restriction on the number of Zone objects that may be included in the game, few should be required. They have no child objects of their own. They are also a sub-class of the SF3Actor class. Zone objects are meant to be used as child objects of Sector objects, and are used to hold information on specific areas regarding special zones (specifically a name used as an identifier for a specific zone, a centerpoint, and a radius). This list contains the final variables included in the object.

Interfaces Starmap The image for this interface is fairly old at this point, but it is still good enough to cover all of the desired functions of the starmap. Their data structure is as follows:A zone can easily be adapted to serve as a species sphere of influence, though that's not what they were originally intended for originally, they were meant to be used for areal effects, such as all the humans on a ship going crazy when the ship got too close to the Uhl, or for cordoning off "forbidden" areas that would, if entered without the proper artifact on board, destroy the player's ship. They are meant to be loaded along with the remainder of a Sector's data at any point when a Sector object is loaded (at the game's onset, or when the player's ship passes through an inter-sector flux. As with nebulae and fluxes, one Zone object is required for each Zone that needs to be located in a specific Sector.

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