Author Topic: Warpin / Warpout speed  (Read 5854 times)

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Offline headdie

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Re: Warpin / Warpout speed
At present

Code: [Select]
$Damp: 5.0
$Rotdamp:                       5.5
$Max Velocity: 0.0, 0.0, 48.0
$Rotation time: 8.0, 8.0, 8
$Rear Velocity: 0.0
$Forward accel: 5.0
$Forward decel: 10.0
$Slide accel: 0.0
$Slide decel: 0.0
$Warpin Type: default
$Warpin Speed: 2000

I am aiming for a fast and fluid style of combat and movement in general so even large warships are quite fast and agile by FS standards
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Re: Warpin / Warpout speed
So, in that settings, if your ship decelerates from 48 to 0 in 10 seconds then it will need about 416,6 seconds to stop from your warp-in speed. By that time it can fly really far away. Try to decrease $Forward decel: value to something like 0.05 and see where that leads you.
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Offline swashmebuckle

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Re: Warpin / Warpout speed
Hyperspace does indeed have some issues.  When a ship is set to jump out using hyperspace, it needs to be going a certain speed before the warpout will occur, just like with a normal subspace jump.  Unfortunately, there doesn't seem to be any way of controlling what that speed is, so ships generally slow down to a crawl before suddenly leaping out at a bajillion m/s...

Is there a way for the warp in, to detect in the ship course if there is a potential collision ?

X---------------/---------------------<ship_in_hyperspace>

X is the final destination, the slash is an object (ship, planet, or whatever). If an object is detected, the ship will stop his hyperspace jump instead to continue to his final destination.
I don't think that's possible without a code change (or maybe it could be done with scripting?).  The game does check the area ahead of your ship on warpout, but only for a short distance (which makes sense for the FS-style subspace jump).  That might be a good place to start working on a hyperspace overhaul, as hopefully it would just be a matter of extending the checked area out to the edge of the playing field.

 
Re: Warpin / Warpout speed
If you set a Warp in Speed, the value you put is in second. So, if you put 5, your ship need 5 sec to arrive to his final destination. The greater is the value, the ship will move slowly. But it appears it doesn't slow down as expected. I've just tried it yesterday just to confirm the behavior of this variable since I didn't really understand the description in the wiki.
IIRC, it was Chief who has implemented such feature, I think. :)

I've tried it with a time of 9000 even and no go ;). It just plops into existance.
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