Hard Light Productions Forums
General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: ARSPR on September 02, 2007, 08:58:24 am
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I suppose this is not a bug but some kind of feature I didn't know about. I post it here rather than mantising.
Take a look at the screenshot. My ship speed limit is 200 but when I turn hard I reach 350. What's happening?
Thanks in advance.
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Momentum I guess...
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It's a side-effect of the high damp values. Combined with a timely use of Glide, you could do things like this:
(http://www.fsoinstaller.com/images/SPEED.PNG)
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It is really silly IMO, especially when watching someone else's ship do it in multiplayer. I (and Turey :yes:) added an option that fixes this:
in ai_profiles.tbl, add to the end:$use newtonian dampening: YES
This only works on builds made after 2007.07.19
I'm hoping to convince the BtRL crew that this option is necessary ;)
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Wasn't there a trick similar to this in Descent where you could go faster than your ships top speed? It was called Tri-vectoring or something?
Edit: Or maybe Tri-chording?
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It is really silly IMO, especially when watching someone else's ship do it in multiplayer. I (and Turey :yes:) added an option that fixes this:
in ai_profiles.tbl, add to the end:$use newtonian dampening: YES
This only works on builds made after 2007.07.19
I'm hoping to convince the BtRL crew that this option is necessary ;)
Actually, with the changes to Glide, I don't see it as being needed for BtRL. The problem wasn't seeing them move at this speed while turning, but watching them use Glide to turn this sideways momentum into forward momentum. With the Glide speed cap, you can't do this, and you can still dodge the BtRL missiles (with this newtonian dampening, it slows you down while turning to the point where you can't dodge them anymore.)
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Well, I don't know if it has something to do with this, but enemy fighters (Cylons or something like that ???) move extremely fast (turning) till you hit them the very first time, then they slow down quite a lot. At least for me it seems quite unrealistic...
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Edit: Or maybe Tri-chording?
:yes: ... hold down the slide in one direction whilst applying acceleration = 1337 :cool:
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Is it the same code that causes this to happen in both FS2 and the Descents
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Is it the same code that causes this to happen in both FS2 and the Descents
no. not really anyway.
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IDK, but there is some Descent code in FS. *shrugs* not sure if any of it was left un-altered, though.