Author Topic: Effects for the MV_(adv)effect VP- The vote  (Read 53554 times)

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Offline brandx0

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Re: Effects for the MV_(adv)effect VP- The vote
On a larger note... any ship that goes 10 m/s is moronic too... My grandpa drives faster than that, and he's blind.

10 m/s = 22.4 mph.... for the record.

But alas, I digress

</freespace physics rant>
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Offline neoterran

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Re: Effects for the MV_(adv)effect VP- The vote
the ships move in km/sec, not m/sec.
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Offline Mars

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Re: Effects for the MV_(adv)effect VP- The vote
Wrong, the ships move in meters a second, otherwise you'd pass the Orion in far less than 2 seconds

 

Offline neoterran

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Re: Effects for the MV_(adv)effect VP- The vote
oh, you're right.
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Re: Effects for the MV_(adv)effect VP- The vote
Whatever engine glows get chosen one things is a must (IMHO) - they must be short. A half a mile long engine trail for a ship that moves at 10m/s is moronic to say the least..

EDIT: Taylors glows look beter to me for now..

I think most of the messing about is just with the glows, not the cones which form the 'trail'.  Big stretchy white bubbles might look cool, but they're hardly FS-ish, given the appearance of thrusters in the cutscenes.

I wouldn't complain about the ship's speeds, though: they're the only thing that keeps the game more playable than an astrogation calculation. :)

 

Offline Mars

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Re: Effects for the MV_(adv)effect VP- The vote
oh, you're right.

Wish you were right... the whole M/S thing hurts my suspension of disbelief.

 

Offline Zacam

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Re: Effects for the MV_(adv)effect VP- The vote
Why not just make it km/s? Everything will still move at the same rate it is, just update any/all speed references to title m/s as km/s.
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Offline neoterran

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Re: Effects for the MV_(adv)effect VP- The vote
because then orions would be 1000 times longer ?
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Offline Mars

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Re: Effects for the MV_(adv)effect VP- The vote
Quote
Why not just make it km/s? Everything will still move at the same rate it is, just update any/all speed references to title m/s as km/s.
You know that little guy in the cockpit of a Herc?

Not so little after that.

See if we make M/S to KM/S than we make M into KM, and therefore the everything will be, as neoterran said 1000 times larger.

 

Offline Commander Zane

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Re: Effects for the MV_(adv)effect VP- The vote
Wing Commander 1 was KM/s and look how fast Hornets went... :D

 

Offline Zacam

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Re: Effects for the MV_(adv)effect VP- The vote
I didn't mean internally to the engine, just cosmetically to the dispalys as appropriate for enumerating speed.
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Mars

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Re: Effects for the MV_(adv)effect VP- The vote
But that still doesn't solve anything, as far as suspension of disbeleif, because the problem still exists that fighters are 20 Km long, and I don't mean the engine, I mean that's the way it would be.

 

Offline S-99

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Re: Effects for the MV_(adv)effect VP- The vote
What's with fighters 20km long thing?
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

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Offline Herra Tohtori

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Re: Effects for the MV_(adv)effect VP- The vote
Relative speed increase causes equal relative increase in size.

If a fighter moves its own length ten times in a second and you say that the speed is 160 m/s or 160 km/s, there's a big difference between 16 metres long and 16 km long fighter...
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline aldo_14

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Re: Effects for the MV_(adv)effect VP- The vote
On a larger note... any ship that goes 10 m/s is moronic too... My grandpa drives faster than that, and he's blind.

10 m/s = 22.4 mph.... for the record.

But alas, I digress

</freespace physics rant>

I'm not sure the ships need to move faster; after all, if they really want to shift space quickly then they simply jump out.  The rest is simply maneuvering speed.

 

Offline MetalDestroyer

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Re: Effects for the MV_(adv)effect VP- The vote
Just increase their speed to something near to 200 m/s in normal speed and 350 m/s in top speed with afterburner.

 

Offline Slime

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Re: Effects for the MV_(adv)effect VP- The vote
I still remember flying that Ulysses in Revenge... Nothing like passing by a couple of Sathan/ases/i/nazizis under 10 seconds, although dogfight missiles would become strange as you flew faster than them...

 

Offline MetalDestroyer

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Re: Effects for the MV_(adv)effect VP- The vote
although dogfight missiles would become strange as you flew faster than them...

It's not really a problem if you modify their speed too.

 

Offline Taristin

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Re: Effects for the MV_(adv)effect VP- The vote
Wanna know why fighters in FS don't fly at 200 m/s?

Change all the ships to fly at that speed. Play a mission. Watch all of the AI kill themselves.

That's why.
Freelance Modeler | Amateur Artist

 

Offline MetalDestroyer

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Re: Effects for the MV_(adv)effect VP- The vote
Wanna know why fighters in FS don't fly at 200 m/s?

Change all the ships to fly at that speed. Play a mission. Watch all of the AI kill themselves.

That's why.

I've try this, and 80% of the main Freespace 2 campaign work pretty well. However, only Bombs speed aren't modify  due to the unability to the player or to the AI ships to intercept those bombs before their impact.