Author Topic: Using BTRL's flight physics for other FS2 mods  (Read 4893 times)

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Offline karajorma

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Re: Using BTRL's flight physics for other FS2 mods
On a related note, are there any other campaigns/mods that use that flight model?

Well it's pretty obvious that Diaspora will. :lol:
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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

 

Offline Zacam

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Re: Using BTRL's flight physics for other FS2 mods
And if $Banking Constant was actually available, then even more for teh win on this.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Sushi

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Re: Using BTRL's flight physics for other FS2 mods
And if $Banking Constant was actually available, then even more for teh win on this.

Is that coming in 3.6.10? Because although the auto-bank doesn't bother me when flying a joystick, I use a mouse/virtual joystick these days and it drives me nuts...

EDIT:
Looks like it's set for 3.7. Rats.

EDIT2:
Also, I've sadly discovered some quirks in at least the BTRL version (haven't had a chance to test realFlight yet). The effective power of sidethrusters varies pretty significantly between glide mode and standard flight. They're much more effective for changing your direction in standard flight than in glide mode, which is a bit disappointing. It also feels a bit wrong that it is harder to turn the ship's velocity vector 90 degrees in standard flight than in glide. Ideally, if you apply the correct sidethrust in glide, it should feel pretty much the same...hmmm.

Out of curiosity, has the glide system received any updates or tweaks since the state it reached in BTRL?

Also, it looks like I may need to update the good ol' Velocity Mod to take full advantage of .tbm goodness and other SCP features. :)
« Last Edit: April 03, 2009, 11:26:49 pm by Sushi_CW »

 

Offline Zacam

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Re: Using BTRL's flight physics for other FS2 mods
Hmmm. Apparently, $Banking Constant became a 3.6.10 Feature in trunk at some point. RC1 and post-rc builds have it available.
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 
Re: Using BTRL's flight physics for other FS2 mods
Sushi, since that you are now obviously around, may I ask your permission to use your Velocity Mod Tables to create realflight, and will this permission be retro-active  :nervous:?

(Oh, and by the way, lately I am not very happy with realflight, mostly because the ship's rotations times are still Sushi's and don't work very well when compared to the other table it was based on, namely the BTRL one.)

 

Offline Commander Zane

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Re: Using BTRL's flight physics for other FS2 mods
Also, I have the impressions that high speeds lead to cooler and longer dogfights. :D

Ya, me too.
Really? I was given the impression that they became even shorter.

 

Offline Sushi

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Re: Using BTRL's flight physics for other FS2 mods
Sushi, since that you are now obviously around, may I ask your permission to use your Velocity Mod Tables to create realflight, and will this permission be retro-active  :nervous:?

(Oh, and by the way, lately I am not very happy with realflight, mostly because the ship's rotations times are still Sushi's and don't work very well when compared to the other table it was based on, namely the BTRL one.)

You bet! :D You have my full retroactive permission to do whatever the heck you want with Velocity Mod stuff.

I'll probably be re-visiting the whole Velocity Mod thing at some point in the future.

Also, Joshua, have you checked out my glide tweaks yet?
« Last Edit: April 11, 2009, 06:46:46 pm by Sushi »

  
Re: Using BTRL's flight physics for other FS2 mods
I have seen it, but I did not check glide out yet. I have been re-doeing my Realflight mod a bit, and this is the current base I am working on (see the attachment)

It uses only retail stuff, so it is quite retail compatible. I get the nagging feeling, however, that SCP-enhancements are a neccessity to get this done properly.

[attachment deleted by evil Tolwyn]

 

Offline Sushi

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Re: Using BTRL's flight physics for other FS2 mods
It uses only retail stuff, so it is quite retail compatible. I get the nagging feeling, however, that SCP-enhancements are a neccessity to get this done properly.

Well, if you want glide, of course you need SCP! :p

Is the version you posted any different from the one on freespacemods.net?
« Last Edit: April 11, 2009, 06:45:47 pm by Sushi »

 
Re: Using BTRL's flight physics for other FS2 mods
Side thrusters work with retail too.

The main difference is that the rotation speeds are different (faster). I n the old versions they were still using yours, which didn't feel 'right' (not BTRL style, too slow for what I was aiming for).

I plan to add glide and stuff using modular tables (Along with other possibly controversial changes, one of which is already included in the tbl's posted here (D.H Artemis bombers are better then their white counterparts). Retail compatability was a many requested feature, so I did it this way just for the sake of it.

 

Offline Zacam

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Re: Using BTRL's flight physics for other FS2 mods
Try formating URL links as
Code: [Select]
[url=http://www.hard-light.net/forums/index.php/topic,62235.0.html]glide tweaks[/url]
Which will give you this: glide tweaks

What you have above has turned into
Code: [Select]
http://"http//www.hard-light.net/forums/index.php/topic,62235.0.html%22
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Sushi

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Re: Using BTRL's flight physics for other FS2 mods
Oops, my bad. Thanks for the heads up... links fixed now.

 
Re: Using BTRL's flight physics for other FS2 mods
Sushi, just in case you might not have heard about it, you might be interested in the Minbari Project, as it uses a Newtonian-like flight model.

 

Offline Sushi

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Re: Using BTRL's flight physics for other FS2 mods
I checked the thread, looks interesting. It isn't clear, though, how you're planning to do the Newtonian stuff... are you doing a custom build or something? Is it "always newtonian" or are you still toggling glide mode on and off? If the former, how are you handling AI? If the latter, how are you going to enforce consistency between normal and glide flight?

I have high hopes for my SushiGlide code that I've been playing with (see the "glide tweaks" thread in the SCP forum), and depending on what you're planning to do, you may find it useful. For one thing, the current iteration allows for pretty fine-grained control over how ships accelerate in glide mode. Check it out, if you haven't already. :)

And yes, you can expect me to shamelessly promote my work. Just like I did with the Velocity Mod back in the day. :D
« Last Edit: April 12, 2009, 12:08:03 pm by Sushi »

 
Re: Using BTRL's flight physics for other FS2 mods
I'm not actually involved in the development, and have no ideas as to how they've implemented the Newtonian stuff. It's separate to TBP, a different TC altogether from what I can tell. I would contact Aspirin about it. The original version doesn't seem to be available for download anymore. I have a copy of it so if you'd like to take a look then I can e-mail it to you.

You can read more about the original release here: http://www.hard-light.net/forums/index.php/topic,51083.msg1032277.html

If you've ever tried the Babylon 5: I've Found Her sim (by Space Dream Factory), then it has a similar feel. It has an "inertial mode" which basically does what glide does, but it feels more realistic/correct (others might disagree with me on that though).

EDIT: Correction - I found the release thread in the Proxima Fleet forum: http://proxima-fleet.com/forums/showthread.php?tid=86. Download link is at the bottom.

Oh and yeah, I'll see if I can try SushiGlide soonish. :)
« Last Edit: April 12, 2009, 02:12:11 pm by lostllama »