Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Dragon on June 21, 2010, 04:02:31 pm

Title: Newtonian physics
Post by: Dragon on June 21, 2010, 04:02:31 pm
I'd like to see it's physics imported into FS.  :)
Newtonian flight model has once been implemented by The Minbari Project (on their own engine version) and it was awesome.
Title: Orbiter Spaceflight Simulator
Post by: General Battuta on June 21, 2010, 04:10:11 pm
I think we have divergent definitions of 'awesome', but I suppose it'd be nice to have the option.
Title: Orbiter Spaceflight Simulator
Post by: Goober5000 on June 21, 2010, 04:19:06 pm
We already have the option to do Newtonian flight mechanics in FSO.  Go ask on the SCP board.  This is the modding board. :p

I say again, has anyone tried to import the models from Orbiter?  Would anyone like to try?  It would be cool to dock to the International Space Station.
Title: Orbiter Spaceflight Simulator
Post by: Dragon on June 21, 2010, 04:34:10 pm
We already have the option to do Newtonian flight mechanics in FSO. 
Fully Newtonian?
Like in IFH (B5 sim) or Orbiter?
I've found a way to make FSO act similar, but it's rather problematic and AI doesn't seem to handle it well.
Title: Orbiter Spaceflight Simulator
Post by: Nuke on June 25, 2010, 03:16:59 pm
newtonian flight simulation is possible in fso, but things like collision and combat (specifically ai) cant really handle it. ai would need to be somewhat scriptable to make it even capable of newtonian flight maneuvers. theres also a space limitation. collision problems are primarily caused by floating point limitations. everything has to happen in the same 750000^3 meters with accuracy falling off severely outside of that box. if we could do a full scene translation so that the majority of the visible math could be done in the accurate zone, then perhaps it would work. orbiter gets around it by using a moving frame of referance, but i figure such a system ould need to be built from the ground up and couldnt just be bolted to the engine.
Title: Re: Newtonian physics
Post by: Grizzly on June 26, 2010, 10:59:39 am
Well, there is (my own) RealFlight on Freespacemods.net, but that is more 'BtRL-like' (or Wing Commander Prophecy, although I never had played that game when I made those)  then true physics.

But for it to work properly, speed had to be increased (I used Sushi's velocity mod as a base), and it more or less unbalances the missions.
Title: Re: Newtonian physics
Post by: Enigmatic Entity on June 26, 2010, 11:38:07 am
Do any of those fix the "ship will only move forwards" even if you have a laser with mass = 10,000 impacting on the extremities?