Author Topic: How well would significantly faster vehicles work?  (Read 10251 times)

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Offline chief1983

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Re: How well would significantly faster vehicles work?
You can support a high ROF with low weapon energies, but fast recharges.  This gives you a short burst of high ROF, which is what FotG is going to do to give users the movie feel.
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Offline MetalDestroyer

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Re: How well would significantly faster vehicles work?
Since I read this topic, I've decided to give a try and modify ships velocity. Fighters/Bombers go now at 800-950 m/s without afterburner and 1200 m/s max with AB.
And Capital goes to 350 m/s.

The testing mission wasn't fit for this kind of velocity. But well, I wanna know. I was amazed when I saw all those ships moving very fast. The only complains concern the difficulty to manœuvre our ship with a mouse to track our target. I didn't  have the time to prepare my HOTAS.

 

Offline Dragon

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Re: How well would significantly faster vehicles work?
That's a bit too much, speeds like that mean almost Mach 3, which is much, much faster than any real fighter ever got close to (SR-71 did, but it was a recon/spy plane).
IMHO, if you're going for realism, the preferable velocity for fighters would be around 300-400m/s, with AB up to 700. Of course, in space, these are still inaccurate, but then, you'd need a fully newtonian flight model to really simulate space flight. This means, for example, infnite max speed, but this also means you'll start hitting practical speed limits, not to mention the fact you'll be working with relative speeds then. In short, combat would be completely different. Unfortunately, full newtonian flight model isn't implemented in FSO yet,

 
Re: How well would significantly faster vehicles work?
well my good old metal if you add Newtonian dampening on your ship and force AI to use it too, you'll end with easier dogfight (i mean for aiming) because when you are  turning with fighter, it would slow you down which means for example with ep actually:
500/600 m/s in straight line but in a circle dogfight you generally fly at 200/300 due to the loss of energy.
You can also see the target's orientation before the trajectory change happen as it have inertia.
This has another advantage : it allow tactics like boom 'n zoom which are meaningless without energy loss and Newtonian dampening.
hey allow tactics like flat scissor/barrel roll ... all tactics (manoeuvre) that make the enemy in your six to overshoot you.

« Last Edit: April 28, 2011, 05:06:36 pm by Reprobator »
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Offline MetalDestroyer

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Re: How well would significantly faster vehicles work?
well my good old metal if you add newtonian dampening on your ship and force ai to use it too, you'll end with easyer dogfight (i mean for aiming) because when turning fighter would slowdown wich means for exemple with ep actually:
500/600 m/s in straight line but in a circle dogfight you generally fly at 200/300 due to the loss of energy.
THis as another advantage : it allow tactics like boom 'n zoom wich are meaningless without energy loss and newtonian dampening.


I added the newtonian dampening, but no success. Ok, it's a little more easy, but still, with a mouse the gameplay is horrible. :)

 
Re: How well would significantly faster vehicles work?
how much dampening  ?
anyway even with dampening , our ship are so small that above 100 m/s we had to activate feature like autoaim... but with very little fov
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Offline jr2

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Re: How well would significantly faster vehicles work?
I added the newtonian dampening, but no success. Ok, it's a little more easy, but still, with a mouse the gameplay is horrible. :)

Try the mouse/joy toggle script?

 
Re: How well would significantly faster vehicles work?
A mouse generally doesn't work so well with games like this, IMO.  I mean, Freelancer managed to get it to work alright but otherwise you usually want to use a joystick for this genre of games (whether it be space-sim or a modern flight combat sim).  Or failing that, a console-like controller. 


The dampener idea sounds nice too.  I mean, if we disregard reality and assume space has this weird "ether drag" that limits the top speed of craft based on their engine output, then it makes sense that when in dog fights you'd slow down, same as you would with normal atmospheric drag. 



I still wonder how well a Star Trek-like capital ship-ONLY setting would work out.  It would require some creativity on the part of the modder, but with higher speed capital ships you open the possibility of a player being able to viably control one.  By creativity, I mean ways of ensuring a player would fly a capital ship in a manner that is not just an oversized fighter (perhaps arranging turrets in a manner that requires the player broad-siding enemy ships to use those turrets on them, etc). 



 

Offline General Battuta

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Re: How well would significantly faster vehicles work?
Quote
It would require some creativity on the part of the modder, but with higher speed capital ships you open the possibility of a player being able to viably control one.

I recall you mentioning you hadn't played BP2. You should!

 

Offline Droid803

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Re: How well would significantly faster vehicles work?
In the interests of tooting my own horn, indeed, it does work fairly well.



You can get from point A to point B reasonably fast, but the downside is you have a MASSIVE turning circle (unless you reverse and turn)
(´・ω・`)
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Offline General Battuta

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Re: How well would significantly faster vehicles work?
Heyyyyyyyyy, credit where credit's due  :(

(that's even the same dialogue  :nervous:)

Also we're moving all that stuff over to HUD gauges for BP2r2, it looks sexier there.

 

Offline Droid803

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Re: How well would significantly faster vehicles work?
Credits to BP for their awesome, easy-to-port design of both the spell-system and the script.
I mean, I managed to copy it all in an afternoon and understand it enough to add a fourth ability :P
(´・ω・`)
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Offline General Battuta

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Re: How well would significantly faster vehicles work?
Yep, the ability SEXPs are very modular and you could basically have as many as the keyboard/interface can support.

Seriously though, HUD gauges, much prettier than training messages

 

Offline Droid803

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Re: How well would significantly faster vehicles work?
problem is that hug gauges are more screen-resolution based, I don't want to accidentally override everyone's widescreen config and create STREEETCHY
(´・ω・`)
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Offline General Battuta

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Re: How well would significantly faster vehicles work?
Also, you should turn on the thingaling that replaces your ship's shield icon with a 3D image of your ship. It's kewl

 
Re: How well would significantly faster vehicles work?
In the interests of tooting my own horn, indeed, it does work fairly well.



You can get from point A to point B reasonably fast, but the downside is you have a MASSIVE turning circle (unless you reverse and turn)

Damn Droid! You made my jaw drop! That's awesome!
I have created a masterpiece.

 

Offline General Battuta

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Re: How well would significantly faster vehicles work?
No offense General, sir! But I was referring to seeing my cruiser being playable  ;).
I have created a masterpiece.

 

Offline General Battuta

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Re: How well would significantly faster vehicles work?
Ah right. That is indeed awesome, and it's my impression Droid has really taken the concept and run with it.

 

Offline MetalDestroyer

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Re: How well would significantly faster vehicles work?
I still wonder how well a Star Trek-like capital ship-ONLY setting would work out.  It would require some creativity on the part of the modder, but with higher speed capital ships you open the possibility of a player being able to viably control one.  By creativity, I mean ways of ensuring a player would fly a capital ship in a manner that is not just an oversized fighter (perhaps arranging turrets in a manner that requires the player broad-siding enemy ships to use those turrets on them, etc). 

You want Capital with high speed. And nevertheless you want a Star Trek-like Capital ship. Well, here your gift. All those capital move as fast as a fighter with a difference of 100 m/s. Just release the video because of this topic. :)