Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: AllStarZ on December 09, 2007, 03:13:43 am
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Just a thought: How many "realism" mods are there for FS?
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None, AFAIK
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Joshua's tables make FS physics more realistic.
Furthermore, Nuke worked on Newtonian physics for FreeSpace.
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I think it was called "RealFlight" or something like that, also "Joshua's Table Mod" or something.
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Realflight (http://www.hard-light.net/forums/index.php/topic,47069.0.html).
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I remember real fight. You're better off perhaps using sushi's velocity mods. The thing with realfight was that it increased the speed of the capships also. This unbalanced many missions in the fs2 campaign. Not to mention i also think all of the fighters moved at the same speeds.
Aside from this it's a great mod. It just would have been nice if the capships at least kept they're original speeds. I believe sushi's velocity mod did keep the capships at their same speeds.
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No, Josh's RealFlight never increased the speed of caps. You might be thinking of another mod.
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Yes, you're definitely thinking of another mod. I remember Joshua talking about keeping speed values of capships to keep the balance.
All spacecraft seem to have the same speeds because it's not actually possible to have spacecraft moving at 300+ mps without issues. Fabian did something to fix the problem but I have no clue on the progress.
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You can have ships moving that fast. The only thing that changes is that your primaries are then worthless due to the relatively small size of your targets. Guided weapons or area-effect missiles (eg overpowered Infyrno) would work. Other than that I've flown at 4000mps without problems.
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Does the collision detection work properly at those speeds?
Ie. have you tried flying at something at 4000 m/s (or miles per second? which one you meant?) ?
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You can have ships moving that fast. The only thing that changes is that your primaries are then worthless due to the relatively small size of your targets. Guided weapons or area-effect missiles (eg overpowered Infyrno) would work. Other than that I've flown at 4000mps without problems.
You, but not the AI... ;)
Does the collision detection work properly at those speeds?
4,000 mps(or msps :P) is a very high speed. One of Nuke's scripts should represent the proper consequences of collisions, but I don't know if they're already included in the code.
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Collision detection? Look at it this way. When I hit something when going at 4000 mps, I go SPLAT.
As for the AI, true, your wingmen often crash into the ship you're escorting. But if you aren't able to change the AI code, then it's a small price to pay for Newtonian coolness if your wingmen have to follow waypoints instead of using the "guard" order.
Your wingmen do, however, have some problems with dogfighting, but it isn't that bad. Mostly they tend to blow each other up because I set their formations too tight. But they can kill and be killed pretty well if everyone has guided weapons.
Fixing the AI's newtonian problems is something that I'm working on now, and with enough modding creativity any stupid problem can be overcome.
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I remember real fight. You're better off perhaps using sushi's velocity mods. The thing with realfight was that it increased the speed of the capships also. This unbalanced many missions in the fs2 campaign. Not to mention i also think all of the fighters moved at the same speeds.
Aside from this it's a great mod. It just would have been nice if the capships at least kept they're original speeds. I believe sushi's velocity mod did keep the capships at their same speeds.
Mine increased the speed of cruisers, IIRC, but that was it. I also started to rebalance the campaign out with FRED and all, but just never quite got through it.