Rednet Satellites - RedSat?
#41
Posted 02 February 2013 - 06:49 AM
#42
Posted 02 February 2013 - 07:46 AM
The satellite won't be able to run any program, it only acts as a repeater. In the antenna you set a channel and in another computer you need the same channel so they can comunicate. If you want private messages in a server, encrypt them. But if the satellite receives a message like "gps locate" or something like that, it will return its coords. As current GPS API in vanilla CC work with rednet, we will need to make a new GPS API for this peripheral.
TheArchitect, on 01 February 2013 - 05:17 PM, said:
I don't know what you meant.
I'll create a GitHub repo and a new topic in the peripherals forum, but I need a name. Maybe RedSat, like in this topic name? Leave suggestions.
EDIT: I forget to say that you will need to wait some days before I make the topic because I need to get all ready and make basic functionality before start.
#43
Posted 02 February 2013 - 07:50 AM
#44
Posted 02 February 2013 - 08:02 AM
digipenguin, on 02 February 2013 - 07:50 AM, said:
Yes, that is cheating, and you can't use it to GPS locate computers and turtles.
#45
Posted 02 February 2013 - 11:57 AM
diegodan1893, on 02 February 2013 - 07:46 AM, said:
The satellite won't be able to run any program, it only acts as a repeater. In the antenna you set a channel and in another computer you need the same channel so they can comunicate. If you want private messages in a server, encrypt them. But if the satellite receives a message like "gps locate" or something like that, it will return its coords. As current GPS API in vanilla CC work with rednet, we will need to make a new GPS API for this peripheral.
-snip-
1. Yeah, that's similar to what I had in mind, but why not just use the "normal" Minecraft coordinates while manually setting Y? There's nothing in CC that needs to know the exact world XYZ coordinates of a computer.
2. Wait, so *just* repeats rednet messages and responds to GPS queries? Why not just emulate a terminal while discarding all attempts to write to screen? That's the only way I can see positioning and stationkeeping working as I envisioned it, and would make the peripheral fun to use. If you need to send a program up, simply provide a floppy disk with a startup file in it. We could even use this base to branch out into a whole "unmanned space exploration" mod or something.
However, it's your mod; don't listen to me if you don't want to.
#46
Posted 02 February 2013 - 03:40 PM
diegodan1893, on 02 February 2013 - 07:46 AM, said:
TheArchitect, on 01 February 2013 - 05:17 PM, said:
I don't know what you meant.
It's not very different in CC. Router computers would poll the network-enabled computers within reach (including other router computers) to get an idea of the local network topology and generate routing tables accordingly. When you give them a destination (a computer ID you want to send data to), they would poll all known and connected network nodes to find the destination CC ID and, if it exists and is listening to network packets, to relay the data through the shortest path available.
Once you have that program, where you just send your data to the nearest network node and let it reach its destination from there, it's not a stretch at all if one of those nodes, instead of being a computer sitting on the roof of a building, was a turtle hovering at y=255. Being a turtle only for the ease of sending it up. This would be your relay satellite, no additional content added to the mod.
#47
Posted 02 February 2013 - 03:46 PM
Hope this makes sense as this idea is one of the best i have seen in the suggestions area in a long time
#48
Posted 02 February 2013 - 06:32 PM
diegodan1893, on 01 February 2013 - 11:24 AM, said:
<snip>
It won't work with rednet network and it will be based on chanels.
diegodan1893, on 01 February 2013 - 11:24 AM, said:
- It will be slow, it will take time to send messages (a second for example).
diegodan1893, on 01 February 2013 - 11:24 AM, said:
- You will still need a chunk loader for the sender and the reciver, but we can make parabolics to be chunkloaders.
KillaVanilla, on 01 February 2013 - 01:58 PM, said:
Okay, a bit more explanation for my sub-idea:
When initally launching your satellite, it's "height" is set to 520 (or so).
Every day, your satellite has a chance of lowering itself on its own.
Every 5 days, the satellite lowers itself on its own if it has not already done so within the last 5 days (this should probably be configurable)
If your satellite's height drops below 500, it re-enters the atmosphere and hits a random spot in the 10 chunks surrounding where it "was" (If you didn't move the satellite at all, this would be the launch site). When it hits the ground, it causes a small explosion (think IC2's ITNT, but slightly bigger and less cubical).
To prevent people from simply moving up and up and up, all altitude change operations take 2-3 fuel (dependent on the time of day) and only take effect the next day. This does not apply to moving left, right, forward, or backwards.
The satellite only starts with 100 or so fuel (again, this should probably be configurable).
Satellites that "collide" (get within 5 or so blocks from each other) tumble out of orbit. Yes, both the collider and the collidee. Alternatively, they could just explode in orbit, showering the ground with small fragments. (Think what happens when a whole satellite tumbles out of orbit, but with smaller explosions, and there are more of them.)
Is the fuel thing really necessary?
Satellites could just have a "satellite.boost()" function they have to call every now and then to show they're not frozen, and a "satellite.deorbit()" function if you want to bring them down immediately.
I probably wouldn't have a reason to move my satellites sideways, but I wouldn't mind the option being there.
In order to de-orbit satellites that are unresponsive but still calling satellite.boost(), perhaps the satellite BIOS could deorbit the satellite when it receives a specific message, but only if the sender is within a few blocks horizontally of the satellite - so you can't deorbit random satellites, you'd have to control the launch site.
#49
Posted 02 February 2013 - 06:38 PM
Skullblade, on 02 February 2013 - 03:46 PM, said:
Hope this makes sense as this idea is one of the best i have seen in the suggestions area in a long time
diegodan1893, on 02 February 2013 - 07:46 AM, said:
The satellite won't be able to run any program, it only acts as a repeater. In the antenna you set a channel and in another computer you need the same channel so they can comunicate. If you want private messages in a server, encrypt them. But if the satellite receives a message like "gps locate" or something like that, it will return its coords. As current GPS API in vanilla CC work with rednet, we will need to make a new GPS API for this peripheral.
KillaVanilla, on 02 February 2013 - 11:57 AM, said:
1. Yeah, that's similar to what I had in mind, but why not just use the "normal" Minecraft coordinates while manually setting Y? There's nothing in CC that needs to know the exact world XYZ coordinates of a computer.
2. Wait, so *just* repeats rednet messages and responds to GPS queries? Why not just emulate a terminal while discarding all attempts to write to screen? That's the only way I can see positioning and stationkeeping working as I envisioned it, and would make the peripheral fun to use. If you need to send a program up, simply provide a floppy disk with a startup file in it. We could even use this base to branch out into a whole "unmanned space exploration" mod or something.
However, it's your mod; don't listen to me if you don't want to.
2) I completely agree.
TheArchitect, on 02 February 2013 - 03:40 PM, said:
It's not very different in CC. Router computers would poll the network-enabled computers within reach (including other router computers) to get an idea of the local network topology and generate routing tables accordingly. When you give them a destination (a computer ID you want to send data to), they would poll all known and connected network nodes to find the destination CC ID and, if it exists and is listening to network packets, to relay the data through the shortest path available.
Once you have that program, where you just send your data to the nearest network node and let it reach its destination from there, it's not a stretch at all if one of those nodes, instead of being a computer sitting on the roof of a building, was a turtle hovering at y=255. Being a turtle only for the ease of sending it up. This would be your relay satellite, no additional content added to the mod.
The point of satellites is for long-distance communication, such as to other players' bases that are outside the chunk loading distance from your base.
#50
Posted 02 February 2013 - 07:38 PM
immibis, on 02 February 2013 - 06:32 PM, said:
Satellites could just have a "satellite.boost()" function they have to call every now and then to show they're not frozen, and a "satellite.deorbit()" function if you want to bring them down immediately.
I probably wouldn't have a reason to move my satellites sideways, but I wouldn't mind the option being there.
Quote
Just launch something to collide with unwanted satellite. It is destructive too, but unavoidable.
#51
Posted 03 February 2013 - 12:12 AM
KillaVanilla, on 02 February 2013 - 11:57 AM, said:
1. Yeah, that's similar to what I had in mind, but why not just use the "normal" Minecraft coordinates while manually setting Y? There's nothing in CC that needs to know the exact world XYZ coordinates of a computer.
KillaVanilla, on 02 February 2013 - 11:57 AM, said:
However, it's your mod; don't listen to me if you don't want to.
Skullblade, on 02 February 2013 - 03:46 PM, said:
Hope this makes sense as this idea is one of the best i have seen in the suggestions area in a long time
I really like this idea, think of all the things we can make with this! Obviously limited to the disk space limit in CC.
TheArchitect, on 02 February 2013 - 03:40 PM, said:
immibis, on 02 February 2013 - 06:32 PM, said:
immibis, on 02 February 2013 - 06:32 PM, said:
immibis, on 02 February 2013 - 06:32 PM, said:
immibis, on 02 February 2013 - 06:32 PM, said:
Satellites could just have a "satellite.boost()" function they have to call every now and then to show they're not frozen, and a "satellite.deorbit()" function if you want to bring them down immediately.
I probably wouldn't have a reason to move my satellites sideways, but I wouldn't mind the option being there.
In order to de-orbit satellites that are unresponsive but still calling satellite.boost(), perhaps the satellite BIOS could deorbit the satellite when it receives a specific message, but only if the sender is within a few blocks horizontally of the satellite - so you can't deorbit random satellites, you'd have to control the launch site.
To move the satellite or call satellite.deorbit() you only can use the controller with the GUI to do it manually and without computers or with a computer next to the controller using it as a peripheral. This prevent griefers to deorbit your satellite.
A lot of messages! Hope I have not forgotten to answer any. By the way, I'm really bad with names, do you like RedSat?
#52
Posted 03 February 2013 - 01:44 AM
Sebra, on 02 February 2013 - 07:38 PM, said:
No need to bios hook. It is too destructive. Someone can send a turtle high above your house and ask your sat to drop.
Just launch something to collide with unwanted satellite. It is destructive too, but unavoidable.
Sebra, on 02 February 2013 - 07:38 PM, said:
immibis, on 02 February 2013 - 06:32 PM, said:
Satellites could communicate with other satellites over a long distance, but only with ground computers that are in the area underneath them (and several chunks to each side). You'd still have to make a chain of satellites if you wanted really long distances.
Sebra, on 02 February 2013 - 07:38 PM, said:
To move the satellite or call satellite.deorbit() you only can use the controller with the GUI to do it manually and without computers or with a computer next to the controller using it as a peripheral. This prevent griefers to deorbit your satellite.
Sebra, on 02 February 2013 - 07:38 PM, said:
#53
Posted 03 February 2013 - 03:42 AM
#54
Posted 03 February 2013 - 04:02 AM
but i need someone to put it in the game using the wireless modem code but with longer ranger
#55
Posted 03 February 2013 - 06:52 AM
immibis, on 02 February 2013 - 06:32 PM, said:
Is the fuel thing really necessary?
Satellites could just have a "satellite.boost()" function they have to call every now and then to show they're not frozen, and a "satellite.deorbit()" function if you want to bring them down immediately.
I probably wouldn't have a reason to move my satellites sideways, but I wouldn't mind the option being there.
In order to de-orbit satellites that are unresponsive but still calling satellite.boost(), perhaps the satellite BIOS could deorbit the satellite when it receives a specific message, but only if the sender is within a few blocks horizontally of the satellite - so you can't deorbit random satellites, you'd have to control the launch site.
mtwiscool, on 03 February 2013 - 04:02 AM, said:
but i need someone to put it in the game using the wireless modem code but with longer ranger
#56
Posted 03 February 2013 - 10:23 AM
immibis, on 03 February 2013 - 01:44 AM, said:
KillaVanilla, on 03 February 2013 - 06:52 AM, said:
mtwiscool, on 03 February 2013 - 04:02 AM, said:
but i need someone to put it in the game using the wireless modem code but with longer ranger
#58
#59
Posted 04 February 2013 - 08:25 AM
I almost think that sattelites should have their own config file for things like modem range (enable infinite range)
also, I don't really like the concept of sattelite collisions. griefing is bad enough without sattelites being detroyed (or just throw it as an option in the config)
I love the idea redsat so I can stop with these stupid linked floppies (and the format command wrecking them...)
I also agree that they shouldn't use rednet, but a more "insecure" frequency system.
I guess wired rednet with WR-CBE would work for some people, but WR-CBE doesn't work on my computer. some forge error...
#60
Posted 04 February 2013 - 10:49 PM
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