oh, and the reactor? yeah it's supposed to explode when you bomb it. that's how Master Chief destroys a ring in the games. he detonated the reactor, severing the ring. then centripetal force does the rest and it pulls itsself apart.
@fsjd yeeah it's a pity about the air. the thing is, in the games those walls are 20km high. the atmosphere sits quite comfortably between them. if i wanted to recreate that ingame i'd need much bigger walls and in turn, a much bigger section for scale. this wouldn't fit as well in the save and still have room for poeople to put their bombs/planes/other stuff around it and have fun. if TPT had four times as many pixels i could easily do it. but, that would lag. and it doesn't. so i can't :b
as you can probably guess, i did some major experimentation. but believe it or not i never thought of insulating the segments XD gahd, and i call myself an engineer... that'd probably me a load more realistic too, given that there's a giant high-power reactor in the middle lol
when a spark flows through the structure, it sets off all the fwrk and thrm, which sets off the firw and fuse. when the thrm goes off it melts everything around it and turns into bmtl. all the stuff around it is now sparked bmtl, it can't be sparked again for 5 ticks. however, the thrm's bmtl has't been sparked, so, two ticks later, it lights up. then, after three ticks, the stuff around it can be sparked again. now, the bmtl can still pass charge, so the brmt is sparked and the process restarts
@Koox :') thank you.. thank you so much!! i love looong comments like yours, i struggle to avoid making them myself. i'm not sure if you realise how happy i got when you said i was similar to Slug14!! :D he and BuysDB are my idols! it's such an honor to be seen as nearly equal :) the halo games are pretty amasing aren't they!?! oh, and on the subject of the TESC causing the spark loops, it's not. the tesc is a factor in it but the THRM is the main cause.
watch the "air" bounce over the walls, or blow up the "reactor core. imagine that this things rotation rate slows down or stops. those are why this station design is a very very BAD one. all that air gradually leaking out? you gotta replace it. those 500 square meter holes generated by a dozen or so nukes? enjoy watching all the air leave the station before you can patch them. excellent work as always sentinal.
The reason why you get SPRK loops is because there's TESC in the structure, when SPRK has a c-type of TESC (basically when TESC gets sparked) LIGH is generated and that creates SPRK on contact with conductive materials. Removing or replacing the TESC is a good way to solve that problem, another is to inulate certain parts of the structure into sections so a SPRK cannot travel throughout the entire structure.
Gah! I dont know why I end up posting two paragraphs of words sometimes, the 500 character limit really gets in play with me. Anyway... Yay keyboards! Have a good day/night!
Halo: Combat Evolved used absolutely NO soft kill boundries (soft kill boundries are areas that say "Return to the battlefeild!" and count down from five or something stupid.) Halo 2 also did a good job of this, in Halo 1 and 2 (but especially 1) you always felt like you were in an open world but you shouldn't stray too far because A. there's a big wall there, and B. the story is actually really interesting and not too generic.
I also forgot to say, yay Halo! The first game did the best boundries of all Bungie games I've played so far, you're allways in some kind of canyon or ravine or well designed structure.