Author Topic: Is there any explanations to why ships in FS is so slow?  (Read 5281 times)

0 Members and 1 Guest are viewing this topic.

Offline Jopi

  • 25
  • In the army now, TJ 163
Re: Is there any explanations to why ships in FS is so slow?
Modetn fighters rarely dog-fight and are more likely to be firing missiles with ranges of up to 100 miles. I'd imagine "real" space combat to be much the same.

If there ever will be space combat the ships will probably be very lightly armored, because the weapons will be so powerful that any amount of armor would just be extra weight. Maybe they are equipped with lasers or something to intercept all missiles. Probably there won't be even crewed combat vessels to allow extreme acceleration.

 

Offline Eishtmo

  • The one and only
  • 29
  • The One and Only
    • http://www.angelfire.com/games2/fsarchive/index.html
Re: Is there any explanations to why ships in FS is so slow?
Short answer:  No, there isn't.

Long answer:  Freespace isn't the kind of game to explain all the little, insignificant details, it's a game that's meant to be played and enjoyed.  Thus, to increase enjoyment, they toned down the speed signifcantly.  I honestly wouldn't be surprised if most space sims actually run at relativily the same speed (just changing the units tags to make things seem faster than they really are), so it's probably not out of the ordinary except that you actually notice it.

If you want an in universe answer, I guess it might have something to do with A) ECM and B) subspace.  Wouldn't want to try to figure out the details beyond that as it would require math.
Warpstorm  Bringing Disorder to Chaos, And Eventually We'll Get It Right.

---------

I know there is a method, but all I see is madness.

 

Offline Mongoose

  • Rikki-Tikki-Tavi
  • Global Moderator
  • 212
  • This brain for rent.
    • Steam
    • Something
Re: Is there any explanations to why ships in FS i
Actually the FS fighters top out at around 120 MPH with afterburners, IIRC.  I'm not doing the unit conversion tonight.  The point is that if you go too fast, things are harder to hit, harder to see, and harder to appreciate.  Freespace has the WWII fighter sim in space thing going for it, so the fighters have to be relatively slow to stay true to that feel.
Actually, the Valkyrie's top afterburner speed, 165 m/s, converts over to about 371 mi/hr, around the speed of a WWII fighter (which further solidifies the comparisons).  Whenever I've stopped to think about it, which wasn't often, I've always thought that there's no reason to make a ship in the FS universe travel at 23,000 mi/hr or beyond when a simple subspace jump can take you clear across the solar system in a matter of seconds.  I think the relative speed argument makes a lot of sense, too, especially in terms of ships orbiting planets.  Whatever the reason, I'd infinitely rather have it this way than a more realistic but massively less fun portrayal.

  

Offline Jopi

  • 25
  • In the army now, TJ 163
Re: Is there any explanations to why ships in FS is so slow?
A better question would be why does your speed go down after you disengage your burners...

 

Offline Kosh

  • A year behind what's funny
  • 210
Re: Is there any explanations to why ships in FS is so slow?
Non-newtonian physics made this game fun to play. I once tried a freeware B5 space sim that had newtonian physics. While it was interesting, it was a super ***** to control it properly. I prefer the FS physics engine any day to newtonian physics. Trying to make games totally misses the point to gaming; to escape reality.
"The reason for this is that the original Fortran got so convoluted and extensive (10's of millions of lines of code) that no-one can actually figure out how it works, there's a massive project going on to decode the original Fortran and write a more modern system, but until then, the UK communication network is actually relying heavily on 35 year old Fortran that nobody understands." - Flipside

Brain I/O error
Replace and press any key

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Is there any explanations to why ships in FS i
I wouldn't judge newtonian space sims by B5 : I've Found Her. The way that game works is quite different to I-War or other games of its ilk.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Jopi

  • 25
  • In the army now, TJ 163
Re: Is there any explanations to why ships in FS i
I wouldn't judge newtonian space sims by B5 : I've Found Her. The way that game works is quite different to I-War or other games of its ilk.

I can enjoy both physics models. It justs takes some time to get used to newtonian mechanics, to learn to control your speed. It's funny how the same strafing motion familiar from FPS games becomes very natural in those games.

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Is there any explanations to why ships in FS i
I love them both too. I'm just saying that dismissing the entire genre because of B5:IFH would be like dismissing the entire arcade space shooter genre because you didn't like Freelancer.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Re: Is there any explanations to why ships in FS is so slow?
Never say 'big-important-sounding words'. Always say 'Seqsuipedalian' *coughs in the general direction of sesquipedalian*, since it is itself a big-important-sounding word aka a sesquipedalian word.
Aceofspaces, you may be interested to know the etymology of the word.  The Roman poet Horace in his book Ars Poetica, which is essentially a reflection on how to be a good poet, somewhat ironically advises his reader to avoid sesquipedalia verba, "words a foot and a half long."  Centuries later, some well-educated English poets enjoyed this bit of humour from the old man so much that they had no choice but to coin sesquipedalian (meaning "having many syllables") to carry on the joke.
« Last Edit: March 21, 2006, 09:27:17 pm by Sesquipedalian »
Sesqu... Sesqui... what?
Sesquipedalian, the best word in the English language.

The Scroll of Atankharzim | FS2 syntax highlighting

 

Offline aceofspades

  • 26
  • Janitor on a SJ Sathanas
Re: Is there any explanations to why ships in FS is so slow?
Yes, I spotted the 'pedalia' part there. Thank god for the Romans, for giving us poetic humour and city planning. But mostly the latter.
I wonder if the Shivans eat chocolate? Or play FS2, for that matter.

 

Offline Andreas

  • Ai No Koriida
  • 27
Re: Is there any explanations to why ships in FS is so slow?
I think they got around the problem with the ships moving too slowly quite nicely in Starlancer. The ships' speeds are measured in kilometers per SECOND in that game. So a Tempest fighters' maximum non-afterburner speed is 300 kps, which if I'm not wrong, translates into 1.080.000 km/h.  ;7
"We have just enough religion to make us hate, but not enough to make us love one another." - Jonathan Swift
"Common sense is not so common." -Voltaire

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Re: Is there any explanations to why ships in FS i
I don't like doing it that way, personally, as you wind up with easy tests that break the scaled speeds.  At least Freespace is honest about it.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
Re: Is there any explanations to why ships in FS is so slow?
Yeah. That always troubled me about Starlancer, as it'd mean that all the ships were thousands of miles long, if you really were moving at that speed. It's a bit silly.

 

Offline Andreas

  • Ai No Koriida
  • 27
Re: Is there any explanations to why ships in FS is so slow?
Obviously it's a little bit silly, but hey, at least you can't complain about those things being slow.  :D
"We have just enough religion to make us hate, but not enough to make us love one another." - Jonathan Swift
"Common sense is not so common." -Voltaire

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Is there any explanations to why ships in FS i
So you close one silly problem and open several idiotic ones. How is that better? :p
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Andreas

  • Ai No Koriida
  • 27
Re: Is there any explanations to why ships in FS is so slow?
It isn't. :p And for the record I do prefer the m/s measurement found in Freespace; if those fighters in Starlancer would really be going at those speeds, it would be like playing the game with a 64x time compression on all the time.  :wakka:
"We have just enough religion to make us hate, but not enough to make us love one another." - Jonathan Swift
"Common sense is not so common." -Voltaire