Author Topic: Enabling glide  (Read 2211 times)

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Quick question.  I've set the glide feature in the ships.tbl file, but how do I actually turn glide ON during the game?  I know that BTRL had that set to the 'g' key, but how did they do that?

 

Offline FUBAR-BDHR

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It's in the controller config an the default is alt-g I believe.
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?!?  Thanks, here I thought they hadn't even pondered glide in retail FS2.

 

Offline Nuke

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i wish there was a force glide flag in fred though.; that would be awesome :D
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Offline Hellstryker

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Wasn't just you  :p

 

Offline --Steve-O--

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heh, 3dfx... memories.
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Offline WMCoolmon

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?!?  Thanks, here I thought they hadn't even pondered glide in retail FS2.

It's not in retail FS2...contrary to a review scattered all across the internet :doubt: I was the one who came up with it, prior to BtRL's demo release, and then Backslash redid the system to fix a few iffy maneuvers people were doing with it.
-C

 

Offline Snail

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Well Shivan fighters could slide, and low damp could make you slip around, but that's not gliding by any means. Maybe that's what they meant in the review.

 

Offline karajorma

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Yep. Lots of people confuse slide (i.e thrusters) and glide. Slide has always been supported but IIRC the Terran Mara was the only player flyable ship which could do it and the game never told you that or explained how to do it.
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Offline Nuke

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slide/glide either way its the wrong terminology :D

i prefer lateral/vertical (or more specifically up/down/left/right) thrust (you could probably also call it perpendicular thrust) in place of slide. and i call glide "normal physics" :D

glide is for all intents and purposes newtonian physics mode. it works based off ships mass and acceleration values. it might not be as precise as the meathod i used in my scripted flight model but its close enough to pass as realistic (albeit with exasperated mass and acceleration).

what id like to see in physics features is thruster simulation, like what you have in space combat. for simplicity you can add fields to the thruster effects for amount of force that thruster puts out. then based on the normal and position of the thruster, the ships center of gravity, and the ships moi and mass data, proper torque and angular momentum is calculated for and applied to the ship. the input for that thruster is based on the use for field, possibly multiplying by a scale field for sanity. another sanity check would probibly be an angular momentum cap, so you dont **** up your matrix math by lost floating point precision.
« Last Edit: August 25, 2008, 08:24:07 am by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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