Hi everyone,
I've been playing around with the current implementation of glide, trying to fix some of the (IMO) goofy things about it. The main thing that's bothered me is that the thrusting power of your ship is radically different between normal and glide mode. For example, in both the BTRL demo and The Babylon Project, sidethrusters have nearly zero acceleration when in glide mode. Also, the throttle control loses all proportionality in glide mode: it's always on, or always off.
So, here is what I have so far. I've modified the way that glide is handled so that it feels much more consistent between normal flight and glide mode. Also, the throttle is proportional again. Overall, glide feels much more natural (at least to me

).
EDIT: Forgot to add ZIP!
SushiGlide v2The above ZIP contains both a patchfile with my current iteration of changes and a 3.6.10r build (based on rev. 5142) for your testing pleasure. It works decently as a drop-in replacement for the latest versions of the BTRL demo and TBP. At least, it works well enough to see how the flight model changes apply.
Please note that "$use newtonian damping" needs to be set to YES, otherwise forward/backward accel is nearly instantaneous. So, if you do use this with BTRL or TBP, make sure you set $use newtonian damping" to YES in the appropriate sections of ai_profile.tbl.
I'm interested to hear your feedback/thoughts/questions.
P.S. Would anyone be interested in a glide system that respects the maximum velocity values and includes ramping? For example, say your max velocity was 70 70 200 (like the Viper Mk7). In glide, from a full stop, you would only be able to accelerate sideways to a speed of 70 (with ramping). However, if you were already moving at 100 and turned sideways , you wouldn't lose that speed (you just wouldn't be able to use your sidethrusters to increase it further). I think I can do this. The best part about this is that it would allow for maximum similarity between normal flight and glide: the only real difference would be that in glide, your momentum would always be maintained. Flight characteristics would be otherwise near-identical. The only bad news is that this type of flight wouldn't really work for people who want to be able to accelerate forever in glide mode. In other words, regardless of glide cap, you would never be able to accelerate beyond maximum afterburner speed.
I will probably implement the above regardless, but I'm curious how much interest there is in spite of the "bad" news (which doesn't bother me at all). In fact, the only thing missing in order to do so is to be able to get the current ACTUAL velocity of the ship in local coordinates. I can probably figure out how to do it mathematically, but if there's an easier/existing way, I'd love to hear about it.
EDIT: Done! Exactly as described above. You can now check out Sushiglide v3 as well:
SushiGlide v3--
Update 4/9/09: SushiGlide v4
SushiGlide v4See my post below for more details