Originally posted by Sandwich
I just want you all to know that I think the FS engine is perfect for a SW MOD. As a matter of fact, I was toying with suggesting a community-wide effort be put into a SW MOD, if plain-vanilla FS2 campaigns died down - including pushing the FSSCP development towards changes that would directly benefit a SW MOD. Anyways, we'll see how things work out, but for now, go git 'em!
this is a pretty important point
therer are some very little differences in physics:
starwars has no inertia so when turning you make perfectly circular trajectories, the range of the maneuvre depends directly by engine power output percentage (the less the closer manuvre), but you can follow that trajectory faster or slower redirecting the energy to the systems (you go faster with a power output of 33% of 100 than with a power output of 33% of 75)
in starwars the faster maneuvre possible is the one done at 33% with all the systems redirected to engines
fs2 works in a similar way: you can set inertia at 0 (so there will be circular trajectories) and power output is different than energy (and speed depend by both) but rotation times are defined in tables and you will always rotate in the time setted, no matter what is your power output or your speed
personally i think that this is something not completed by
: in the tables notes its said that this was going to be changed and in the predefined keys there already are two keys to set poweroutput at 1/3 and at 100%...exactly like in sw....
this isn't so important in single player gameplay, but in multyplayer it may be decisive (or you risk, since there aren't boosters, to spend minutes in circular orbits w/o any chance to turn faster than your enemy)
other diferences are collision (not so important, except the actual system reduce the possibility to have a death star trench or you will be like a ping-pong ball:p) and the only big one: capital ships shields
you can put shields in capships but it increase polycount, you can fly inside the shields and the shield effect with large polys suck, i suggested a way to fix this, making shields for big ships like in any other game: shields are not models, if shield = or < 0 you have the standard hull hit effect, if shields >0 you have a different effect (a little dispersion ring?) or even no effect with a different sound....problem is that scp team has really a lot of things to do...well, lets see in the future:)