Author Topic: 8 questions on ships.tbl usage  (Read 1052 times)

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Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
8 questions on ships.tbl usage
Didn't want to stick this with my other thread as it may go
another direction eventually.

What I've got here is a conversion table of sorts between one
craft I'm converting over to FS2 from Tachyon (which uses a different
system of units in most cases) to illustrate the problem and the related questions
are below the chart.

Code: [Select]
Tach   FS2

- Movement -         - Equivalent Fields -

Reg speed = 725         $Max Velocity / $Max Oclk Speed / $Rear Velocity  (MPS)
Reg accl  = 5.1         $Forward accel / $Forward decel  (Seconds)
Reg drift = 0.97 ???     N/A

X Pitch max rate 137 ??? $Rotation time
X Pitch damp 0.08 ??? $Damp
X Pitch accl 7.8 ???

Y Yaw max rate 138 ??? $Rotation time
Y Yaw damp 0.08 ??? $Damp
Y Yaw accl 7.8 ???

Z Roll max rate 130 ??? $Rotation time
Z Roll damp 0.08 ??? $Rotdamp?
Z Roll accl 7.7 ???

Y to Z Ratio: 0.3         Wiki - FSO 3.7 "Banking Constant"

- Burners -

Total Energy = 28,000 $Aburn Fuel (Units)
Usage/drain  = 55         $Aburn  Burn Rate / $Aburn Rec Rate (Units)
Max Speed    = 1778           $Aburn Max Vel  (Meters Per Second)
Acceleration = 8.65         ???  $Aburn For Accl  (Forward-only, Seconds)

- Lateral Thrust -

Acceleration = 0.1         $Slide accl / $Slide decel  (Seconds)
Max Speed    = 10 ??? $Max Velocity?

- Ship Attributes -

Shield          = 38,000 ??? $Shields / $Shield Regeneration Rate
Hull          = 26,000 ??? $Hitpoints / $Hull Repair Rate / $Subsystem Repair Rate
Laser Energy  = 27,500 ??? $Power Output (higher= ^recharge) / $Weapon Regeneration Rate / $Max Weapon Eng

Questions:

- Movement -

1. Reg drift - pretty much I'm not concerned about it, but just wondering if
there is any sort of built-in drifting system (usually it was only noticable while idle or
in the case of gravity) to be concerned with?

2. For X~Y~Z, see lateral thrust below to understand a bit why I'm confused.
Not sure what to use for these since they are so broken up and the ships.tbl
doesn't appear to deal with rotational acceleration on multiple axis, unless that's
naturally rolled into the $Rotation time?

- Burners -

3. For $Aburn For Accl, what do you do in the case of needing burners that are functional in reverse?

- Lateral Thrust -

4. Concerning max speed for slide/lat thrust:
   $Max Velocity:

    * Defines maximum velocities with standard energy settings on x (left/right), y (up/down),
   and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.
    * Syntax: Vector, three floats, x-axis, y-axis, z-axis, respectively, meters per second
          o Example: 0.0, 0.0, 80.0
       
In this context, are xy coordinates the same as would be considered in modeling programs aka
"pitch" and "heading" - or are they as listed from the POV of a player? Typically the XYZ system
as listed would be incorrect in general use. X = up/down Y = left/right Z = roll
See - http://en.wikipedia.org/wiki/Flight_dynamics

5. In either case.. in the given example, would X be for lateral thrust velocity?


- Ship Attributes -

6. How does the Shield/Hull/Subsys/Weapon regeneration rate react to the player
changing energy allocation?

7. Does the Hull and Subsys regen only pertain to repair vessels, or is this only
related to a self regeneration effect?

8. Is Power Output only related to weapons energy, or does it also affect eng/shields?

Thanks for the info.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: 8 questions on ships.tbl usage
Hmm...

1. I would say (T) Drift == (FS) Damp. And pitch, yaw and roll are each one of the rotdamp vector's components

2. Lateral thrusters max velocity are the first two components of the max velocity vector.

3. Hmm... Not sure. Try just setting the max velocity as negative

4. Z is the axis along ships heading (ie. front/back)

5. I think this one got answered already...

6. How much energy setting affects the shield and weapon recharge are both hard coded (havent got values here though... would need to dig them from the code). However engine/velocity setting increases the velocity according to the 'Max Overclock Speed' (or some such). Reaching that value when all the power is directed to engines. This may cause the velocity to actually drop should the max overclock speed be lower than the max speed.

7. Self regeneration

8. Power output does nothing ATM (didnt do anything in retail either). There was a code change that made it actually do something but that diff got removed from the codebase for some reason.
Do not meddle in the affairs of coders for they are soggy and hard to light

  

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: 8 questions on ships.tbl usage
Ok...had to get some clarification from a 3rd party on some of those but I think
it's straightened out now.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod