Author Topic: Proposition for SCP - Newtonian flight model  (Read 2326 times)

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Offline Dragon

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Proposition for SCP - Newtonian flight model
I had recently played Babylon4 The Minbari Project and I very liked full Newtonian flight model they introduced ,so I thought about making mod for it. The problem is their build is seriously outdated so if I decide to use it I will loose normal maps ,along with several other features. Another problem appeared when I thought about making atmospheric missions ,where Newtonian flight model will be rather unrealistic. So I wondered if it can be introduced into regular SCP as AI profile flag. This will allow disabling it in atmospheric missions and will not affect anything other than campaigns using this flag.
I had and idea of making additional table lines like $NewFaccel: with data for example in m/s2 ,
(if they aren't present will be used standard values converted to m/s2) so they will be relatively easy to figure out
(TMP acceleration values are still mystery to me) and maybe additional turning rates so they will differ when flying in atmosphere
(standard values and flight model) and in space (new values and Newtonian flight model).
Also ,you will need to add two axial speed gauges (I would like to see them even without inertial flying) and most likely an inertial mode gauge (it will be a great loss if there will be no inertial mode).
TMP also had two features (oxygen and fuel consumption) that may be added regardless of new flight system.
I don't know if this all is possible because I'm not a coder ,but I like realistic flying and there are not many games which offer that
(I know about three: The Minbari Project ,I've Found Her and Terminus).

 

Offline Herra Tohtori

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Re: Proposition for SCP - Newtonian flight model
I had recently played Babylon4 The Minbari Project and I very liked full Newtonian flight model they introduced ,so I thought about making mod for it. The problem is their build is seriously outdated so if I decide to use it I will loose normal maps ,along with several other features.

I haven't played TMP so I don't specifically know how it plays and what non-standard features it had coded in the build, but are you quite certain that changing to 3.6.10 build would disable (semi-)newtonian flight model? As far as I know, it's not exactly build-specific but rather regulated by tables... but I could be wrong.


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Another problem appeared when I thought about making atmospheric missions ,where Newtonian flight model will be rather unrealistic.

Newtonian physics would still be a whole lot more realistic than FS2 railroad physics. In fact, if there was a way to add lift, drag and gravity to Glide mode, you would have a rudimentary atmospheric flight mode there already...

Quote
Also ,you will need to add two axial speed gauges (I would like to see them even without inertial flying) and most likely an inertial mode gauge (it will be a great loss if there will be no inertial mode).
TMP also had two features (oxygen and fuel consumption) that may be added regardless of new flight system.
I don't know if this all is possible because I'm not a coder ,but I like realistic flying and there are not many games which offer that
(I know about three: The Minbari Project ,I've Found Her and Terminus).

New gauges is afaik a bit problematic but possible, scripting is likely the best route to accomplish such things...

Also, if you like realistic flying, I recommend trying Orbiter for space flight and X-Plane for atmospheric flight... although both are really simulators and as such a tad bit daunting to begin with.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Nuke

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Re: Proposition for SCP - Newtonian flight model
i did wriite an atmospheric flight script in lua, but it broke colision detection something fierce.
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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Offline karajorma

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Re: Proposition for SCP - Newtonian flight model
TMP made several code changes to allow their Newtonian model to work. The problem is integrating those changes with FSO without breaking retail compatibility. It does us no good to make the engine work with Newtonian physics if it ONLY works with Newtonian physics as a result.
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Offline Nuke

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Re: Proposition for SCP - Newtonian flight model
you could fake it with a force glide fred flag. it would disable the glide controls for all ships and you would always be in glide mode. at least linear motion would be newtonian. it would be fudgedewtonian since ship mass and thruster force is assumed in some unknown manor. im not sure how difficult it would be to fake conservation of angular momentum.
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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Offline Dragon

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Re: Proposition for SCP - Newtonian flight model
TMP made several code changes to allow their Newtonian model to work. The problem is integrating those changes with FSO without breaking retail compatibility. It does us no good to make the engine work with Newtonian physics if it ONLY works with Newtonian physics as a result.


That's why i want AI Profile flag. Profile on - Newtonian psychics ,Profile off - railroad psychics. :)

The problem with X-plane and Orbiter is they are just simulators and they may be realistic ,but don't contain any action like for example TMP. I would go flying orbiter if I want near future ,FS2 engine makes possible space fighting ,extended storylines ,just take a look at already existing campaigns. I want to make possible having both realistic flight and space dogfights in one game. TMP is really worth of playing because it does it.
Integrating Newtonian flight model into SCP will also make things easier for TMP team ,allowing them to use latest builds and therefore normal maps and other features ,unavailable in their builds.
Axial speed gauges should be implemented anyway ,just because they will make easier controlling your side speed ,not in main campaign ,but in any mod using side speed. Inertial mode gauge can be placed above auto target and auto speed gauges (in normal mode this can be glide gauge).