Author Topic: FRED Gravity- Does it work? how?  (Read 3092 times)

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Offline mr.WHO

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FRED Gravity- Does it work? how?
I found something like "ship affected by gravity" in FRED.
When I set it ON it do nothing to selected ship.

1) How to set gravity on?
2) Can I set it direction and strengh?
3) Can I swith ON and OFF "affect by gravity" during the mission (for eaxample, ship is not affected by gravity by after one event it become affected)?

 

Offline Black Wolf

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Re: FRED Gravity- Does it work? how?
Short answer: It doesn't/ Goob put it in for us, intending, I think, to get around to doing it properly, but so far it's not happened.
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Re: FRED Gravity- Does it work? how?
Out of curiosity, would the physics be Newtonian if gravity were to be implemented (i.e. force = proportional to mass) or arbitrary "gravitational attraction thingie"?

 

Offline karajorma

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Re: FRED Gravity- Does it work? how?
It would probably be uniform (but FRED settable). It's hardly worth doing the extra calculations needed to make real Newtonian physics when the difference between the acceleration that a fighter and a Juggernaut experience is pretty much negligable.

Of course if you can give us a reason why you'll be sticking planetary bodies or something where it would make a difference in the game the coder who takes on the job might be interested :)
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Offline JGZinv

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Re: FRED Gravity- Does it work? how?
Long as you could set it so each object could have it's own strength of gravity...
Per say like a giant base asteroid has a greater gravity effect than it's miniature brethren.

The rest should sort itself out with inertia, and acceleration right?

I can come up with a reason for having greater gravitational influence on capships though.
Wing Commander's dropping of a Kilrathi crusier into the star...  the fighter escaped
while the larger ship did not.  :)

Might be a bit of a bonus if you set a mission in a area where there were many
powerful gravitational forces at play or had an interdictor present. It would require
that your capships move a little slower or differently than normal.
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Re: FRED Gravity- Does it work? how?
Would be nice for ground missions, always liked starshatter ;)

 
Re: FRED Gravity- Does it work? how?
Would be nice for ground missions, always liked starshatter ;)

if you create a ground mission, it's not freeSpace any more....
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Offline Mongoose

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Re: FRED Gravity- Does it work? how?
if you create a ground mission, it's not freeSpace any more....
Who said it had to be FreeSpace? ;) 

 

Offline Flipside

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Re: FRED Gravity- Does it work? how?
TI has ground missions and is still set in the FreeSpace universe :) Just don't make them all on the ground.

 
Re: FRED Gravity- Does it work? how?
Is TI still going or has it been scrapped. The last post on the website was in 2005!
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Offline Flipside

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Re: FRED Gravity- Does it work? how?
Ti is still going, but it slowed down a lot when most of the crew started going to Uni etc. Internal still ticks over, stuff is still being produced, if things liven up in the next few weeks we might even consider getting some more people on board, part of the problem is that there are only 3 people doing the entire campaign, one of whom is working away from home and had limited access to the Internet until recently.

Basically, it'd be hard enough to make use of the HTL engine and all the other additions since we started even with a full team, right now we are running to keep up.

 

Offline Getter Robo G

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Re: FRED Gravity- Does it work? how?
I certainly hope gravity is still being explored as a workable feature.

As for TI, I have been a quiet cheerleader of that mod since the day I saw their island posts on sectorgame. I wanna kill some bloody Crabs!

In short the progress they make in regards to ground work can be attributed later on to future mods (like Robotech 2.0 : Southern Cross & Invid Invasion) that NEED some sort of workable ground system.

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Offline Mobius

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Re: FRED Gravity- Does it work? how?
In Colony Wars 2 and 3 there are many ground missions.

You can't imagine how cool missions using gravity effects would be...

There's a mission and a cutscene in SthCrs Part 1...
One in Steadfast Ep1...
One in SotGW...

I actually use add goal, then self destruct when y coords are lower than -5000, for example.

When there's a cutscene, like the one in SthCrs about the destruction of the N. and the Y. <--- Necessity and Yorktown---> I use set-time-compression,add-goal waypoints once pointing to the surface of the planet, then self destruct.

Also, I think Gravitational attraction should be connected to mass...but setting a custom value is welcome.
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