Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: takashi on May 03, 2009, 02:24:44 pm

Title: Recoil?
Post by: takashi on May 03, 2009, 02:24:44 pm
In the current version, i'm firing this HUGE powerfull gun. My ship stays still, shudder wouldn't even cut it...

The idea is that you get knocked back and your ship tilts a bit up.....Like firing a huge gun in real life, replacing your shoulder and arms with the ship. Unrealistic because we use lasers, but it would make some sense with missles.  Why should a gun's power only be seen in deaths and felt in some cheesey shudder effect (which doesn't make sense. if the maxim fires solid projectiles by accelerating them, shouldn't it be recoil?)

In short: "Recoil" Weapon flag. Recoil factor field. Ship gets knocked backwards/pitches up on firing. I've seen the same motion when a ship gets hit head on with a shockwave.

Inspired by flyby shudders in the other thread. I decided it was a neat idea, why not post it?
Title: Re: Recoil?
Post by: Kolgena on May 03, 2009, 04:13:31 pm
Actually, the shudder makes more sense than an upwards recoil does. Recoil only goes up if it applies upward-rotating torque around your ship's center of mass. So, recoil can go every which way depending on where your hard points are, including (on a well designed ship) directly backwards. Also remember that horking massive ships are shooting these huge weapons. Yeah, your hornets are taller than you, but your herc is also near the size of your house.

If we're to get really Newtonian, then we could say that missiles and maxim cannons would push you backwards/slow you down when you shoot them because of conservation of momentum, and that lasers have recoil because photons have momentum, but then we're in conflict with the laws of sub-luminal lasers and non-Newtonian flight engines, along with the entire theory of game balance, because by those laws, most weapons should work like the morning star.

Aiming is already hard enough (for me at least), so we don't need to make it harder yet. However, if you want the effect for a mod you're making, then I think it should be possible to hack lateral thrusters to thrust you backwards a little whenever you shoot certain weapons. I'm no coder, so I don't know how hard that would be, but it's an idea.
Title: Re: Recoil?
Post by: General Battuta on May 03, 2009, 04:17:01 pm
I think this would actually make a lot of sense for some of Steve-O's ships.
Title: Re: Recoil?
Post by: The E on May 03, 2009, 04:21:36 pm
What I would like to see would be some kind of change in flight dynamics once you get rid of externally mounted ordnance, especially on bombers.
Title: Re: Recoil?
Post by: Kolgena on May 03, 2009, 04:23:17 pm
I agree. If fighter/bomber turning speeds and accelerations could somehow be inversely proportional to how full your secondaries are, that would be awesome.
Title: Re: Recoil?
Post by: takashi on May 03, 2009, 07:20:59 pm
*snip*
If we're to get really Newtonian, then we could say that missiles and maxim cannons would push you backwards/slow you down when you shoot them because of conservation of momentum, and that lasers have recoil because photons have momentum, but then we're in conflict with the laws of sub-luminal lasers and non-Newtonian flight engines, along with the entire theory of game balance, because by those laws, most weapons should work like the morning star.*snip*

It's a cool factor feature, mostly for user created content.


I think this would actually make a lot of sense for some of Steve-O's ships.

They were the ships with big honkin ballistics i was talking about.

What I would like to see would be some kind of change in flight dynamics once you get rid of externally mounted ordnance, especially on bombers.

^Yup ^^. Or internally mounted. Now, what if the thrusters could ignite and start going a half second before launching and zooming off.....Like fighter jets (f-22 excluded). And it's realistic (sorta).....


your idea: Those taller-than-you cyclops torpedoes (which are also wider than your car) have to make a difference.

"heavy weapon" (wep flag)
$Weight factor:

(?)

my secondary pre-launch ignition idea for external ordanance: I never see freespace 2 missles drop off into space and then start up. They're at top speed when they leave the ship.

"prelaunch ignition"

Woohoo, i come up with flags.....