Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: WMCoolmon on February 03, 2005, 01:38:49 am

Title: Mass, damp, rotdamp.
Post by: WMCoolmon on February 03, 2005, 01:38:49 am
Anyone know the approximate units of 'em? I looked in the code but couldn't figure it out (Although apparently almost all the ships in FS2 have the density of water. :p)
Title: Mass, damp, rotdamp.
Post by: Bobboau on February 03, 2005, 07:31:26 am
I beleive the damp values are in seconds
Title: Mass, damp, rotdamp.
Post by: Nuke on February 03, 2005, 10:20:43 am
i like setting high damp factors in fast fighters, makes for some intresting combat :D
Title: Mass, damp, rotdamp.
Post by: Woolie Wool on February 03, 2005, 10:23:26 am
Quote
Originally posted by Nuke
i like setting high damp factors in fast fighters, makes for some intresting combat :D


I've never tried it, but I bet it would be like flying an airplane--the acceleration is r-e-a-l-l-y s-l-o-w.
Title: Mass, damp, rotdamp.
Post by: Nuke on February 03, 2005, 10:58:58 am
the faster you go the longer it takes to turn around. which is sorta true in space for an airplane your nose has to always be in the wind otherwise your wings wont work. for a space craft you are free to point your nose any way you like regaurdless of your vector, but unless you fire your iengines your not turning around your just flying backwards. just try to turn an sr71 blackbird around using less than 3 state's airspace, its just not possible.

i find if you use a low rotdamp and a high damp it will give you more realistic physics. i remember when tachyon fans used to argue that tachyon's physics are better, i found that it had the same damn physics freespace had, only with slightly different values plugged in  to the equasion. none the less you can do snap turns in freespace in this manor cause you can turn a full 180 and it will take a second or two for the ship to change direction. i think if you removed the speed caps the freespace physics would be really close to newtonian. you could aactually fake it by seting the maximum speed to the speed of light ang making your acceleration really slow. freespace's limited play area would kinda make this suck though.
Title: Mass, damp, rotdamp.
Post by: Lynx on February 03, 2005, 03:07:23 pm
Do the rotdamp values make your turn time longer? (e.g turn time is 4.0 + 0.4 rotdamp is 4.4 turn time in reality)
Title: Mass, damp, rotdamp.
Post by: Nuke on February 03, 2005, 03:09:44 pm
rotdamp is the amout of time it takes to reach maximum rotational speed, damp is the amount of time it takes for the ship to change direction of momentum.