Starship Simulator Controls thoriumsim.com
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title: Glossary order: 1 #

Glossary #

Ship #

In the context of Thorium, the simulator is the computer representation of ships which fly around in space. The crew’s ship is called the Player Ship; other ships are called NPCs. Ships consist of Systems, Stations, decks, rooms, and crew.

Flight Director (FD) #

The game master of the simulation. Flight Directors manage the back end of the controls, using them to tell the story. They are also in charge of the lighting, sound effects, voices, actors, and everything else involved in running the simulation.

Crew #

The people flying the spaceship on the bridge. They act out their role as a member of the crew of the spaceship. Crew members typically are split into several different Stations, or jobs. Their goal is to complete the mission successfully.

Client #

A client is a single computer running a Station. To run Thorium, you must have at least one client for every Station in the simulation (except the Captain), but you could have multiple clients running the same Station on larger bridges. Each crew member (except the Captain) should have at least one client computer.

Plugin #

A collection of Thorium objects intended to be used together. These include Universes, Ships, Systems, and Missions, among other things. They also include all the data and assets associated with those objects.

Flight #

A Flight is a single instance of a game, usually coupled with a specific Crew and Flight Director. The Flight encapsulates the universe and simulation which run during the duration of that Flight, making it possible to pause, save the Flight state, and reload it at a later time. Flights also contain a list of all of the **Inputs **which happened during the Flight, along with the timestamp and game tick in which they happened. This makes it possible to replay events of the flight, or rewind a certain amount of time in the game.

Bridge #

A Bridge is the physical space where a simulation happens. It could be permanent and include a bridge, desks for the computers, a sickbay and engineering room, hallways, transporter doors, etc. Or it could be your living room and computers for every participant. There is no set definition of what your spaceship has to look like! Thorium allows you to map the Clients in your physical bridge set to Simulators and Station Complements so you can easily start the ship before a flight.

Card #

A screen that contains all of the controls and switches to perform some function on the Simulator. Cards can be granular, such as a card that raises and lowers the shields, or a card that organizes and relays orders to security teams; cards could also combine functionality, such as a card that shows a sensor grid, navigation controls, and weapons controls on a single screen for single-player simulations.

Station #

A collection of cards that has all of the controls necessary for a single role on the ship, such as Flight Control or Tactical. Crew members can switch between Cards at will as needed. This is also commonly a synonym for Client.

Station Complement #

A collection of Stations that represents all of the people necessary to run the Simulator, including the Captain. Typical bridge simulators have a Station Complement of 6 Stations (Captain, Flight Control, Tactical, Communications, Science, and Engineering). Thorium Nova supports compiling any number of Stations together to create bridge simulators for any size of crew. Typically the Captain does not have a computer screen, but should still be considered an important part of the Station Compliment.

Core #

The controls which the Flight Director uses to control the simulation. This includes a view of the Star Map, the Ship Map, the Core Feed, the Timeline, and a place to open and use any Core Module at will.

Universe #

A collection of interstellar systems, stars, planets, and other celestial objects which appear on the Star Map. These objects are all static and do not move or change much during the simulation.

Star Map #

The view into the Universe which is available to the Flight Director, Viewscreen, Flight Control, and other stations. It also includes all the Ships, starbases, weapons, and other moving objects.

System #

The equipment on the ship which gives it abilities. These are controlled by the bridge crew through Cards and include things like Warp Engines, Phasers, and the Cloaking Device. Systems typically have power requirements, a damage state, an efficiency value, and possibly a heat value. Each type of system bestows certain abilities to the ship that is using it.

Viewscreen #

The screen at the front of the Bridge which almost always shows a view outside the ship, powered by the 3D Universal Sandbox. Information and alerts, called Overlays, can be displayed on the viewscreen, overlaid over the outside view. On rare occasions, the viewscreen could be replaced with a full-screen image, diagram, or video.

Theme #

The visual style of each of the Stations on the Simulator. It defines the frame around the screen, the appearance of the buttons and other controls, the user interaction sound effects, and the different colors in different alert conditions.

Effect #

A command sent to stations which makes them do something, such as play a sound, flash, spark, display a message, speak using speech synthesis, or display an offline card.

Ambiance #

Background sound which plays on the Bridge. It provides a sense of power and presence to the Bridge, making it feel like you are actually inside a spaceship. Ambiance can be adjusted based on the status of the Simulator. For example, if the reactor is powered down, ambiance should change. It should also change when warp engines are activated, etc.

Timeline #

A mission definition. The mission is the storyline; the timeline is how that storyline is codified into Thorium Nova. The timeline is configured as a series of steps, each step describing what the Flight Director should do as well as a number of **Inputs that should be triggered at that point in the mission. **During the flight, the timeline is available on the Core for the Flight Director to review and advance.

Input: #

Something which causes a change in the simulation. Inputs are triggered by clicking on the controls, or activating a timeline step. There are three kinds of inputs: Flight inputs are applied to the currently active flight. These are stored in a list so the flight can be replayed later. There are also Server inputs _which are used for managing the server outside of the flight. Finally, there are _Timeline inputs, which trigger other flight inputs, such as mission **Timelines **or Macros. When defining groups of inputs on a Timeline or in a **Macro**, delays between inputs can be set by placing a special “Delay” input between the inputs. An input’s primary event handler is able to return data to the client that triggered the input. This is useful for automatically selecting an item in the UI after it has been created.

Macro #

A series of Inputs defined together and executed at the same time.

Event #

After an Input happens, events are triggered. An event is the combination of an event type and parameters and the context of that event. For example, the type could be “phasersFire”, the parameters are the ID of the phaser bank, and the context is the client, simulator, and station that triggered the event. Event listeners can be created and removed to automatically perform other actions in response to events. This can be used to automatically advance timelines or have special reactions to when certain things happen.

Subscription #

Card definitions define the data that the card needs. When the card is loaded by a client, it automatically is sent the necessary data. There are two kinds of subscriptions**: High Frequency** is used for data that updates frequently, like ship movements, entities on the marauders map, etc. Low Frequency is used for anything that updates once per second or less or in response to inputs. Low Frequency subscriptions only update in response to a Publish.

Publish #

A command issued on the server to send an update to connected clients. Publishes usually happen in response to an Input, as part of an Event listener’s action, or during some automated process.

Task Definition #

The definition of some task which a crew member can do. Tasks involve performing a certain number of **Inputs **to get some part of the simulation state to match a certain end state. The completion of the task is determined by whether the current state matches the end state. For example, if the shields are lowered, a valid task would be to raise the shields. Once the shield state is “raised”, the task is marked as completed.

Task Report #

An ordered collection of tasks intended to repair a ship System or accomplish some task when all of the steps are completed. Tasks are to be completed in order - later tasks are not assigned until the tasks preceding are completed.