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Hosted Projects - Standalone => The Babylon Project => Topic started by: EAD TAES on February 20, 2005, 07:04:31 pm

Title: Physics of TBP
Post by: EAD TAES on February 20, 2005, 07:04:31 pm
Well i just started out plaing TBP liek 2 days gao so i am pretty new to it and FS2, so i dunno much about the engine or the possibilaties. This isnt my first space simulator or shot em up and recently i ahve been playignt he free standign game IFH. And in TBP i wasnt able to see if you guys hadinertial flight, or capabilaties fro sliding sideways and up downa nd so on. Also how i make the game use my mouse for right left  turn and pitch up and down.

this might be a bit hard to understand if it is tell em and i'll try and elaborate more.
Title: Physics of TBP
Post by: KappaWing on February 20, 2005, 09:00:48 pm
:welcome: EAD TAES ;)

Correct me if I'm wrong, but I think the SCP features sliding up/down/foreward/back controls. Check the control configuration section in the options menu.
Title: Physics of TBP
Post by: Deepblue on February 20, 2005, 10:10:11 pm
You first have to edit the tables and then bind keys to allow for sliding. However the physics in the game are always not gonna be realistic.
Title: Physics of TBP
Post by: EAD TAES on February 20, 2005, 10:24:42 pm
Yeah i am noticing. The physics apply more to airplanes then spaceships. Bummer. :sigh:
Title: Physics of TBP
Post by: Bobboau on February 20, 2005, 10:35:39 pm
actualy it's more like the physics apply more to fun than reality. its a matter of taste I supose. the engine wasn't designed for it but it can do something very similar, there is a reason why TBP uses the physics it does, rather than the physics it could.

slideing is totaly suported by the FSO, but it isn't enabled in TBP becase they just recently, it'll probly get enabled sooner or later
Title: Physics of TBP
Post by: EAD TAES on February 20, 2005, 10:50:09 pm
Yeah becaus ei am used to playing IFH right now wich totaly applys realw orld physics tot he fligh models wich si what i had been lookign for a very long time in space figther games. But for now i guets this will have to do.
Title: Physics of TBP
Post by: Skullar on February 21, 2005, 03:32:55 am
TBP : Cool dogfights , cool and fast avionics

IFH : Realistic physics that suck coz they are realistic.

If I want REALISM I play Falcon4.0 , and not a space combat game. I want to have FUN.
A REALISTIC space combat ganme also shouldn't have explosion sounds, weapon sounds , flyby sounds and so on... perhapos you let that go to your mind. :)
Title: Physics of TBP
Post by: EAD TAES on February 21, 2005, 04:11:56 am
Well i didnt mean for sounds and all. Just for the flight model. Once you get used ot it it rocks. But the one here is also good.
Title: Physics of TBP
Post by: Raapys on February 21, 2005, 05:47:07 am
The flight model actually works very well in IFH. Problem is the distances. Way too long/far to everything, and things are just too small.
Had the realistic physics been implemented in TBP with the current ship sizes and distances, I'm sure it would have worked great.
Title: Physics of TBP
Post by: EAD TAES on February 21, 2005, 06:47:34 am
Yeah I'd agree to that. All i know for now is that I rape trougth enemy ships in IFH and still learning TBP. Here the common tactic for the enemy is to spin in circles around you and you around him. So we basicly get caugth in a turning competion. Havent had that style of fighting since Red Baron 1. Not used to it anymore .:p :p
Title: Physics of TBP
Post by: karajorma on February 21, 2005, 12:53:49 pm
I think the best way to think of it is to say that TBP was designed for arcade physics and IFH was designed for a more realistic approach.

Gamers can therefore play with whichever  physics engine they prefer.

Giving TBP a real physics engine would be somewhat pointless cause it would then put it in direct competition with IFH and what would be the point in doing that?
Title: Physics of TBP
Post by: MikhailM on February 21, 2005, 01:26:37 pm
Well, if both sides were trying to create something better than the other team, then we'd have two great games to play... not that we don't now, but there's always room for improvement, right? :)
Title: Physics of TBP
Post by: EAD TAES on February 21, 2005, 02:21:40 pm
Yeah their is always room for improvement no matter what. You cna always improve something.
Title: Physics of TBP
Post by: Raapys on February 21, 2005, 05:17:39 pm
"Giving TBP a real physics engine would be somewhat pointless cause it would then put it in direct competition with IFH and what would be the point in doing that?"

Would you rather have just AMD or Intel, than both? Evolution is helped by competition.
Title: Physics of TBP
Post by: NGTM-1R on February 22, 2005, 12:37:18 am
IFH would die a horrible death, though. Because in addition to apparently having more people working on the project at TPB, one has to consider the improvements the SCP team makes all the time.
Title: Physics of TBP
Post by: EAD TAES on February 22, 2005, 12:47:12 am
I dont think IFH would die but it would suffer. But a breach betwwent he two games woudl be cool for me anyways.

Becuase theya re stuff in IFH i find way better then TBP like: Realistic flight model (i just fell in love with it) Size of jump gates and jump point realism, (i foudn in PTB the jump gate much to big and the jump points dont destroy whats in its area of effect plus their almost flat, plus the ship just passes trought it, where in IFH their like the real thing almost. You see the flash fo the disapering ship and also the shrinking growup effect.) Stuff liek that i like a whole lot mroe in IFH. And the hud (you ee every ship in yrou feild of veiw is marked but a marker of the color red green or blue depending on their alegiance. TBP you dotn you need to ahve a lock on them, makes it quite hard to find ships at times.

In TBP i lke some stuff over IFH to like: Weapons loadout (god i love thsi feature dont have it in IFH) Full scale campgaings, a multyplayer is seems but i need to try it, I fidn the campaing stories better on this one so far. Plus we ahve an editor to make new missons and what's not. I am still learning TBP so i might have not named soem stuff i would have named if i knew the game better.

But for me if youd take booth those worlds and slam them into one I'd be super happy.
Title: Physics of TBP
Post by: karajorma on February 22, 2005, 05:27:24 am
Quote
Originally posted by Raapys
"Giving TBP a real physics engine would be somewhat pointless cause it would then put it in direct competition with IFH and what would be the point in doing that?"

Would you rather have just AMD or Intel, than both? Evolution is helped by competition.


Sure competition is good but it's not like AMD Vs Intel. It's like saying both chips have to have to run on exactly the same motherboards. You'd lose a lot of the advantages of both if you tried to cram them together.

At the moment you can choose. If you made TBP use a realistic flight model you're actually cutting down on choice. If you want to fly in the B5 universe you'd have to play with realistic physics. What's the point? I'd rather have a choice about how I play.  

Besides it's a pretty moot point. Realistic physics would almost certainly require AI changes. So far no one has been crazy enough to touch the AI functions to add something comparatively simple like gunship AI. I doubt that anyone is going to be willing to make large changes to the AI functions even if TBP actually wanted them (Which from the posts on here no one in the team particularly seems to want).
Title: Physics of TBP
Post by: EAD TAES on February 22, 2005, 05:34:31 am
Yeha true the Ai woudl nee dto be changed or ti would still be trying to fly like airplanes. And then they would seriously be EASY TARGETS mroe like SITTING DUCKS. lol. I hadn't thought about that.
Title: Physics of TBP
Post by: -Norbert- on February 22, 2005, 02:55:53 pm
Well the last time this was discussed, most people said they like the current flight model more (I think that was even back on FirstOnes)
And I don't know for sure, but isn't there a B5 Mod for I-War too?

And one very good argument is missing so far:
In the Show they made turns, which are impossible in IFH (and most probably in reality too).
Title: Physics of TBP
Post by: croxis on February 22, 2005, 08:14:20 pm
There is more to a mod (or a game for that matter) than the physics engine.  There are so many elements and layers to gameplay, the story, the look and feel.  I do NOT think making TBP a newton based engine will cause compitition or hurt IFH in any way, shape, or form because they are two very different games.

(Side note: Yes I-War and I-War 2 have B5 mods)
(Side note two:  What kind of physics is based on what you are use to.  I had a hard time adjusting to I-War after playing wing commander.  Now I started playing freespace 1 and I'm having a hard time flying because I've becomed so accustomed to newtonian physics.)
Title: Physics of TBP
Post by: Azrael15 on February 23, 2005, 12:09:28 am
TAES, you do realize that IFH used a completly differant engine to TBP, right?
Title: Physics of TBP
Post by: EAD TAES on February 23, 2005, 01:14:25 am
Yeah i do. TBP used FS2 engine while IFh use HomePlanet engine, well actuly ti the otehr wya around Homeplanet uses IFH engine. :)
Title: Physics of TBP
Post by: IPAndrews on February 23, 2005, 04:09:08 am
I like TBP's physics. Reminds me of ELITE :)
Title: Physics of TBP
Post by: Vainzki on February 25, 2005, 03:30:55 am
I must agree with Skullar there. I've played I-War2, Jumpgate, IFH etc etc. And while they have realistic movement I'd still say games like Wing Commander, FS2 and TBP are more fun.
Title: Physics of TBP
Post by: Hellraiser on March 05, 2005, 01:39:18 am
I agree, i prefer Action Space Sims more then Realistic ones, but they shouldn't be stopped because as some of you have said, some like the realism while others don't.

I tried the IFH game and it is no where near as realistic as the show. (interia wise)

I have seen them on the show going full burn one direction and get told to turn around and all they do is a u-turn and a second or two of a thrust and they are speeding forward, while in the game, you are still moving back and back for like 5 full minutes.

I think if volition Inc. decided to do another Space Sim, they should enable you to have realistic physics and arcade physics. (obviously not at the same time, but you know what i mean)

I-War 2 was pretty good, but i had to always have the invulnerability mode on because the AI ships never, EVER seemed to use the realistic physics, while i had to.

So i think there should be an option to have it on or off, like IFH has for Invulnerability.

Technically no-one can do a game based on realistic space travel since we aren't accually a space faring civilization.....sure we have been to the moon, but thats as far as a manned mission has gone....as far as i know anyway.

People say FTL travel is impossible because you would be splattered against the wall when you go into FTL. (which is probably true, but then that is what Interial Dampeners are for)

If we can split the atom, we can do that.

But we ain't ready for Space Exploration yet, neither were the Humans on B5. (hence the Earth-Minbari War from just a simple mis-understanding)

But if you wanna experience realistic Physics........join NASA.

Edited: Sorry, i got something wrong. (i put ITF instead of IFH. lol)
Title: Physics of TBP
Post by: EAD TAES on March 05, 2005, 03:13:50 am
I'll just say this on Inertial Dapeners. They are even more unlikely to ever exist then FTL ships. NOw don't get me started on the "whole why ID is impossible thing" because it won't end. As For the Furys in the show turnign aorund they dont just make a U turn and start movign the other way. Their speed they where going was and must still be taken into consideration. They where a few manovers the furys did at teh end of the shadow war that are hard to tell from the point of veiw we have but they still followed physics prety sure.
Title: Physics of TBP
Post by: -Norbert- on March 05, 2005, 08:01:13 am
This isn't a thread about FTL travel. Since in B5 no ship travels faster than light, it won't be in TBP either.
Same for Inertial Dampers, no matter if it's possible in reality or not.