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Need Even Spreading of Air


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Hi All,

Currently, if air is deficit in one tile, it is filled from nearby tiles. But when working across a whole area (say a 20x4 corridor), air takes a long time to flow from one end to the other (have a gas pump sucking air at one end). This leads to ineffective air pump.

But thats not the point, air pressure normalises nearly instantly in real life. This is taking too long in the game.

Please implement some form of proper pressure door to seperate rooms with different pressure/gases and correct this!

Thanks!

This is true, have you ever noticed though how a room can self vacuum itself?

Once a pump clears out the four tiles it is on plus a few others, if you switch to the temperature overlay, you will see that the blue "Vacuum" slowly starts to jump around and consume the non vacuum tiles. eventually this causes my entire 96 tile storage rooms to become vacuums, I find it fun to watch.

But long story short i do agree that the game takes forever to do it...

This may be a problem with the underlying engine of how ONI functions as a tile-based game. Gasses propagate very slowly, partly because if they did not, players would have an incredibly difficult time reacting to pressure differences between new areas, or pressurized rooms instantly venting. It isn't exactly realistic, but it provides easy to see gas spreading for the players. I agree that it seems a bit slower than it should be, and gasses move like molasses if they aren't 10kg+ difference between pressurized areas.

On 5/2/2018 at 8:27 AM, crypticorb said:

This may be a problem with the underlying engine of how ONI functions as a tile-based game. Gasses propagate very slowly, partly because if they did not, players would have an incredibly difficult time reacting to pressure differences between new areas, or pressurized rooms instantly venting. It isn't exactly realistic, but it provides easy to see gas spreading for the players. I agree that it seems a bit slower than it should be, and gasses move like molasses if they aren't 10kg+ difference between pressurized areas.

It shouldn't take any more computing power to simply double the exchange between adjacent cells (or triple it), which would give us less liquid-gasses, and mean I might bother to put a second lock on the airlocks of my base (when they aren't wide open to fill the asteroid with O2).

I think the fundemental problem with how gases spread is built into the system of spreading to nearby tiles itself. They probably use arithmetic average to split gases in adjacent tiles.

Imagine a 20x1 room with nothing but vacuum, the [1;1] tile becomes 1 kg of Gas, the next game update for gases evaluates the difference between 0 and 1000 g and makes average of it ( 500 g ) and splits it into the neighboring tiles. Then the next game update for gases splits the gas between [1;2] tile and [1;3] tile into 250 g in one, 250 g in second one.

Then it tries to average all these three tiles ( 500 - 250 average is 375, 375 - 250 average is 312,5 ) and then it tries to average it again with [1;4] tile, and so on...

I guess that's why you end up with very little gas when it reaches the end, and it's even worse in open rooms with 4 adjacent tiles.

I undestand that rewritting the entire gas system would be horribly complicated and probably hamper the devellopemet quite abit but I wonder if maybe just makig the grid 'smaller'(aka ever square metter is subvided in four smaller quares' when it come to gasses and liquid might help with th physics ?

Would be heavier on processors tho.

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