Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Sushi on April 03, 2009, 12:32:00 pm

Title: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 03, 2009, 12:32:00 pm
Hi,

Is it possible to have the flight physics (gliding and/or sidethrust) from "Beyond the Red Line" in any other FS2 mod (or in the original campaign?) Yes, I know it will probably do wonky things to mission balance, but let's pretend for a moment that I don't care. :)

If it is possible, how do I do it?

I've been away from FS2 for a very long time (since the end of 2001 or so) and I finally came back to discover that a whole heck of a lot has happened. I may have to rebuy the game soon. :) I'd love to play the OC and all those custom campaigns again with the new graphics updates and (hopefully) this cool physics stuff.

On a related note, are there any other campaigns/mods that use that flight model?
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Mobius on April 03, 2009, 12:43:15 pm
:welcomesilver:

Welcome to the HLPBB!!! :D

http://www.freespacemods.net/download.php?view.130

http://www.freespacemods.net/download.php?view.168

http://www.freespacemods.net/download.php?view.452

One question - are you the same Sushi who created the original velocity mod?
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 03, 2009, 01:09:21 pm

One question - are you the same Sushi who created the original velocity mod?


As a matter of fact, yes. :) Do those things even still work? Cool!

The RealFlight mod looks pretty cool, I'll have to check that out... if I'm reading this correctly, FS2_Open now allows all of the fun sidethrust/glide stuff just by modifying the ship tables? Perfect!

Which means I'm probably going to need to stop by GoG and buy a fresh copy of FS2. :D

Oh, I've read something about using MOD folders to make it easier to swap mods in and out. Could you point me to an explanation of how those work? Thanks!
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Mobius on April 03, 2009, 01:12:35 pm
Here you are. :)

http://www.hard-light.net/wiki/index.php/Installing_Mods_for_FS2_Open

You may also wish to check this as well:

http://www.hard-light.net/wiki/index.php/Modular_Tables
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: asyikarea51 on April 03, 2009, 01:23:30 pm
Hey there.

And yes, your velocity mod still works... lol I use it and I can't quite tolerate the standard speeds anymore XD :lol:
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Mobius on April 03, 2009, 01:30:14 pm
High speeds are closer to the FreeSpace universe - watch the cutscenes to find out. :nod:

Also, I have the impressions that high speeds lead to cooler and longer dogfights. :D
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: asyikarea51 on April 03, 2009, 01:39:34 pm
For my case I simply got influenced by real life aircraft and a couple games and shows here and there... and I don't see this newfound interest of mine dying out anytime soon.

seeker open.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: lostllama on April 03, 2009, 01:44:31 pm
Also, I have the impressions that high speeds lead to cooler and longer dogfights. :D

Ya, me too.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Mobius on April 03, 2009, 01:55:24 pm
I'm afraid that the code isn't ready to support high speeds, though... :(
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 03, 2009, 02:22:20 pm
I can't find a link to the 1.2 version of RealFlight FS2. There's a 1.1 link here:

http://www.freespacemods.net/download.php?view.454

and the 1.2 link referenced below is broken:

http://www.hard-light.net/forums/index.php/topic,47069.0.html

Anywhere else to look?


And I'm glad that people are still enjoying the Velocity Mod. :D
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: lostllama on April 03, 2009, 02:28:21 pm
Unfortunately the author of the RealFlight mods, Joshua, lost his original files about a year or so ago. I noticed that those links were broken so I uploaded what I had DL'd to FSMods, but I don't have version 1.2. :(

Edited to compensate for lostllama's random numptyness.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 03, 2009, 02:39:30 pm
Yeah, I just read the thread with the whole story (the one with the broken link above). :( So nobody has appeared with a copy of 1.2 that they downloaded before Joshua lost the originals? Weird.

Speaking of that thread, someone in the thread mentioned the "$use newtonian dampening" flag. How does this work? It dounds like it affects all ships, but the documentation I found puts it with "Ai profiles.tbl", which confuses me. Same for "$use additive weapon velocity," which sounds fun too.

I gather that neither of these is part of realFlight? How do I modify those flags?

EDIT: At any rate, it looks like FS2 (and mods) can now be about as newtonian "as you want it." Which, IMO, is perfect, and hugely exciting. :) After playing other games (most notably Allegiance) I get extremely frustrated not being able to sidethrust etc.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: lostllama on April 03, 2009, 02:51:16 pm
GAH..... *slaps self*

Sorry Sushi - I DO in fact have version 1.2 - see attached. I'll try and upload it to FSMods too; I was having trouble with it last time. It's v1.2b that I don't have.

As with the other versions, I'm not sure it'll work 100% as intended with newer builds and mediavps.

[attachment deleted by evil Tolwyn]
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Mobius on April 03, 2009, 03:08:29 pm
Speaking of that thread, someone in the thread mentioned the "$use newtonian dampening" flag. How does this work? It dounds like it affects all ships, but the documentation I found puts it with "Ai profiles.tbl", which confuses me. Same for "$use additive weapon velocity," which sounds fun too.

I gather that neither of these is part of realFlight? How do I modify those flags?

http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#use_newtonian_dampening
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: lostllama on April 03, 2009, 03:12:37 pm
OK v1.2 now uploaded to FSMods as well. I think it's SCP-only.

EDIT: I'm just not with it today. Tested it briefly using retail FS2, and it seems to work, but as said, I haven't fully tested it.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Mobius on April 03, 2009, 03:26:37 pm
Did you use .tbm files instead of .tbls? :)
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: lostllama on April 03, 2009, 03:37:53 pm
The mod comprises a weapons.tbl and an inertia-shp.tbm.

I think I've read somewhere that there's a "preference" for certain file types regarding .tbls and .tbms for FSO, or something like that - is that right? I'm not knowledgable about that stuff.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Mobius on April 03, 2009, 03:48:32 pm
The mod should make use of two .tbms instead.

Those files are to add/replace important values to turn on the velocity mod. Adding whole entries means that Velocity tables will probably conflict with the others.

http://www.hard-light.net/wiki/index.php/Modular_Tables
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: lostllama on April 03, 2009, 03:51:31 pm
BTW I was referring to RealFlight 1.2 in that last post (in case that wasn't apparent).
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Mobius on April 03, 2009, 04:00:50 pm
And I was refering to the perfect Velocity mod (two .tbms). :)
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: karajorma on April 03, 2009, 06:15:16 pm
On a related note, are there any other campaigns/mods that use that flight model?

Well it's pretty obvious that Diaspora will. :lol:
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Zacam on April 03, 2009, 08:30:27 pm
And if $Banking Constant was actually available, then even more for teh win on this.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 03, 2009, 11:13:56 pm
And if $Banking Constant was actually available, then even more for teh win on this.

Is that coming in 3.6.10? Because although the auto-bank doesn't bother me when flying a joystick, I use a mouse/virtual joystick these days and it drives me nuts...

EDIT:
Looks like it's set for 3.7. Rats.

EDIT2:
Also, I've sadly discovered some quirks in at least the BTRL version (haven't had a chance to test realFlight yet). The effective power of sidethrusters varies pretty significantly between glide mode and standard flight. They're much more effective for changing your direction in standard flight than in glide mode, which is a bit disappointing. It also feels a bit wrong that it is harder to turn the ship's velocity vector 90 degrees in standard flight than in glide. Ideally, if you apply the correct sidethrust in glide, it should feel pretty much the same...hmmm.

Out of curiosity, has the glide system received any updates or tweaks since the state it reached in BTRL?

Also, it looks like I may need to update the good ol' Velocity Mod to take full advantage of .tbm goodness and other SCP features. :)
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Zacam on April 04, 2009, 12:50:46 am
Hmmm. Apparently, $Banking Constant became a 3.6.10 Feature in trunk at some point. RC1 and post-rc builds have it available.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Grizzly on April 10, 2009, 07:39:29 am
Sushi, since that you are now obviously around, may I ask your permission to use your Velocity Mod Tables to create realflight, and will this permission be retro-active  :nervous:?

(Oh, and by the way, lately I am not very happy with realflight, mostly because the ship's rotations times are still Sushi's and don't work very well when compared to the other table it was based on, namely the BTRL one.)
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Commander Zane on April 10, 2009, 08:17:02 am
Also, I have the impressions that high speeds lead to cooler and longer dogfights. :D

Ya, me too.
Really? I was given the impression that they became even shorter.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 10, 2009, 09:29:29 am
Sushi, since that you are now obviously around, may I ask your permission to use your Velocity Mod Tables to create realflight, and will this permission be retro-active  :nervous:?

(Oh, and by the way, lately I am not very happy with realflight, mostly because the ship's rotations times are still Sushi's and don't work very well when compared to the other table it was based on, namely the BTRL one.)

You bet! :D You have my full retroactive permission to do whatever the heck you want with Velocity Mod stuff.

I'll probably be re-visiting the whole Velocity Mod thing at some point in the future.

Also, Joshua, have you checked out my glide tweaks (http://www.hard-light.net/forums/index.php/topic,62235.0.html) yet?
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Grizzly on April 11, 2009, 05:50:36 am
I have seen it, but I did not check glide out yet. I have been re-doeing my Realflight mod a bit, and this is the current base I am working on (see the attachment)

It uses only retail stuff, so it is quite retail compatible. I get the nagging feeling, however, that SCP-enhancements are a neccessity to get this done properly.

[attachment deleted by evil Tolwyn]
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 11, 2009, 09:53:34 am
It uses only retail stuff, so it is quite retail compatible. I get the nagging feeling, however, that SCP-enhancements are a neccessity to get this done properly.

Well, if you want glide, of course you need SCP! :p

Is the version you posted any different from the one on freespacemods.net? (http://freespacemods.net/download.php?view.519)
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Grizzly on April 11, 2009, 02:29:15 pm
Side thrusters work with retail too.

The main difference is that the rotation speeds are different (faster). I n the old versions they were still using yours, which didn't feel 'right' (not BTRL style, too slow for what I was aiming for).

I plan to add glide and stuff using modular tables (Along with other possibly controversial changes, one of which is already included in the tbl's posted here (D.H Artemis bombers are better then their white counterparts). Retail compatability was a many requested feature, so I did it this way just for the sake of it.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Zacam on April 11, 2009, 02:32:11 pm
Try formating URL links as
Code: [Select]
[url=http://www.hard-light.net/forums/index.php/topic,62235.0.html]glide tweaks[/url]
Which will give you this: glide tweaks (http://www.hard-light.net/forums/index.php/topic,62235.0.html)

What you have above has turned into
Code: [Select]
http://"http//www.hard-light.net/forums/index.php/topic,62235.0.html%22
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 11, 2009, 06:46:15 pm
Oops, my bad. Thanks for the heads up... links fixed now.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: lostllama on April 12, 2009, 08:39:40 am
Sushi, just in case you might not have heard about it, you might be interested in the Minbari Project (http://www.hard-light.net/forums/index.php/topic,61762.msg1217701.html#msg1217701), as it uses a Newtonian-like flight model.
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: Sushi on April 12, 2009, 12:04:31 pm
I checked the thread, looks interesting. It isn't clear, though, how you're planning to do the Newtonian stuff... are you doing a custom build or something? Is it "always newtonian" or are you still toggling glide mode on and off? If the former, how are you handling AI? If the latter, how are you going to enforce consistency between normal and glide flight?

I have high hopes for my SushiGlide code that I've been playing with (see the "glide tweaks" thread in the SCP forum), and depending on what you're planning to do, you may find it useful. For one thing, the current iteration allows for pretty fine-grained control over how ships accelerate in glide mode. Check it out, if you haven't already. :)

And yes, you can expect me to shamelessly promote my work. Just like I did with the Velocity Mod back in the day. :D
Title: Re: Using BTRL's flight physics for other FS2 mods
Post by: lostllama on April 12, 2009, 01:08:37 pm
I'm not actually involved in the development, and have no ideas as to how they've implemented the Newtonian stuff. It's separate to TBP, a different TC altogether from what I can tell. I would contact Aspirin about it. The original version doesn't seem to be available for download anymore. I have a copy of it so if you'd like to take a look then I can e-mail it to you.

You can read more about the original release here: http://www.hard-light.net/forums/index.php/topic,51083.msg1032277.html
 (http://www.hard-light.net/forums/index.php/topic,51083.msg1032277.html)
If you've ever tried the Babylon 5: I've Found Her sim (by Space Dream Factory), then it has a similar feel. It has an "inertial mode" which basically does what glide does, but it feels more realistic/correct (others might disagree with me on that though).

EDIT: Correction - I found the release thread in the Proxima Fleet forum: http://proxima-fleet.com/forums/showthread.php?tid=86 (http://proxima-fleet.com/forums/showthread.php?tid=86). Download link is at the bottom.

Oh and yeah, I'll see if I can try SushiGlide soonish. :)