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Ace
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Registered: Jul 2000
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Newtonian v.s. non-newtonian physics (does relate to B5)
Newtonian or non-newtonian physics
Newton or no newton, that is the question.
Overall we've seen games like I-War take a shot at this style of gameplay and then games that I do not care to remember offer an "arcade" and a "real" model at the same time.
Babylon 5: Into the Fire promised a fun newtonian mode which would be balanced even for multiplay. I-War 2 doesn't seem to do this as every game I've played of it has a maximum speed per ship much like FreeSpace.
Of course a non-newtonian model with sliding and the rotational or "shelton slide" being in it offers much of what a newtonian model promises.
Then again, a true space sim can be met by adding in full newtonian physics and blackout/redout with G-Forces. One complaint by some people is how space sims are the "bastards of gaming, being not quite a flight sim but not quite an arcade game" the closest thing being to this I'd assume are the mech combat games.
Some like Freelancer and at times Bridge Commander remove the player from flight control, so the actual physics model hardly matters compared to the gunnery and fire control. This however is not an option for any game wanting to be a true successor to the throne of military space simulation, though an autopilot formate option is excellent to have.
Now I pretty much posted this exact same thread at HLP, however do you think that the B5: ITF model worked? Sorry if it seems like this is a lead-on to something, but I am curious since many of you followed the game closely.
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Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager- [url="http://www.adamantpacified.org/"]adamantpacified.org[/url]|[url="http://freespace.volitionwatch.com/"]FreeSpace Watch[/url]|[url="http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=9"]Nodewars Moderator[/url]
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07-14-2002 02:55 AM |
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Ace
VW Alumni

Registered: Jul 2000
Location:
Posts: 1477 |
Newtonian v.s. non-newtonian physics (does relate to B5)
Newtonian or non-newtonian physics
Newton or no newton, that is the question.
Overall we've seen games like I-War take a shot at this style of gameplay and then games that I do not care to remember offer an "arcade" and a "real" model at the same time.
Babylon 5: Into the Fire promised a fun newtonian mode which would be balanced even for multiplay. I-War 2 doesn't seem to do this as every game I've played of it has a maximum speed per ship much like FreeSpace.
Of course a non-newtonian model with sliding and the rotational or "shelton slide" being in it offers much of what a newtonian model promises.
Then again, a true space sim can be met by adding in full newtonian physics and blackout/redout with G-Forces. One complaint by some people is how space sims are the "bastards of gaming, being not quite a flight sim but not quite an arcade game" the closest thing being to this I'd assume are the mech combat games.
Some like Freelancer and at times Bridge Commander remove the player from flight control, so the actual physics model hardly matters compared to the gunnery and fire control. This however is not an option for any game wanting to be a true successor to the throne of military space simulation, though an autopilot formate option is excellent to have.
Now I pretty much posted this exact same thread at HLP, however do you think that the B5: ITF model worked? Sorry if it seems like this is a lead-on to something, but I am curious since many of you followed the game closely.
__________________
Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager- [url="http://www.adamantpacified.org/"]adamantpacified.org[/url]|[url="http://freespace.volitionwatch.com/"]FreeSpace Watch[/url]|[url="http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=9"]Nodewars Moderator[/url]
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07-14-2002 02:55 AM |
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LAM3O
Murdock
Registered: Oct 2001
Location:
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IFH(I've Found Her) will give you true physics and all that goes with it, it'll be the closest thig to ITF we'll see. TBP will give us that great freespace combat in the B5 universe.
I feel that there is no right way, i like both ways.
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07-14-2002 05:02 AM |
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LAM3O
Murdock
Registered: Oct 2001
Location:
Posts: 189 |
IFH(I've Found Her) will give you true physics and all that goes with it, it'll be the closest thig to ITF we'll see. TBP will give us that great freespace combat in the B5 universe.
I feel that there is no right way, i like both ways.
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07-14-2002 05:02 AM |
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ApaBaBooN
Murdock
Registered: Feb 2001
Location: The Land of Square Lights
Posts: 541 |
I'm for the in between. There should be some newtonian models, but the gameplay should be good too. It would be nice if I could go by just using the tophat straight up, down, left, right etc. 
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07-14-2002 10:00 AM |
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ApaBaBooN
Murdock
Registered: Feb 2001
Location: The Land of Square Lights
Posts: 541 |
I'm for the in between. There should be some newtonian models, but the gameplay should be good too. It would be nice if I could go by just using the tophat straight up, down, left, right etc. 
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I'm the hunter of peace who chases the mayfly known as love...
...or something like that.
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07-14-2002 10:00 AM |
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Zeronet
Hannibal
Registered: Feb 2001
Location: England
Posts: 632 |
Newtonian is the way to go. its just so fun to put engines to the max, go real fast, then turn around and fire at the enemy pursuing you or to strafe along the side of a capital ship.
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07-14-2002 01:04 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
What I'd love to be able to do in TBP is allow for more proper sliding. You'd still have your max forward speed....but hit the right key and you can get a sort of afterburner boost to the left or right...and sustain that long enough to slide past a capital ship.
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Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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07-14-2002 02:50 PM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
What I'd love to be able to do in TBP is allow for more proper sliding. You'd still have your max forward speed....but hit the right key and you can get a sort of afterburner boost to the left or right...and sustain that long enough to slide past a capital ship.
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07-14-2002 02:50 PM |
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FlakBait
Murdock
Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735 |
quote: Originally posted by Zeronet
Newtonian is the way to go. its just so fun to put engines to the max, go real fast, then turn around and fire at the enemy pursuing you or to strafe along the side of a capital ship.
Having done played Terminus (which has true newtonian physiscs), I can tell you that dogfighting would be more like a jousting match than what we're uaed to. Though your take on attacking a cap ship is dead on, and devestating.
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07-14-2002 03:34 PM |
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FlakBait
Murdock
Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735 |
quote: Originally posted by Zeronet
Newtonian is the way to go. its just so fun to put engines to the max, go real fast, then turn around and fire at the enemy pursuing you or to strafe along the side of a capital ship.
Having done played Terminus (which has true newtonian physiscs), I can tell you that dogfighting would be more like a jousting match than what we're uaed to. Though your take on attacking a cap ship is dead on, and devestating.
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07-14-2002 03:34 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
quote: Originally posted by IceFire
What I'd love to be able to do in TBP is allow for more proper sliding. You'd still have your max forward speed....but hit the right key and you can get a sort of afterburner boost to the left or right...and sustain that long enough to slide past a capital ship.
this strikes me as a great idea, and very do-able
another variation of this idea could be a "drift" key, which keeps the ship moving in a straight line at the same speed, as the ship turns, as seen in Tachyon and Wing Commander
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07-15-2002 02:55 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
quote: Originally posted by IceFire
What I'd love to be able to do in TBP is allow for more proper sliding. You'd still have your max forward speed....but hit the right key and you can get a sort of afterburner boost to the left or right...and sustain that long enough to slide past a capital ship.
this strikes me as a great idea, and very do-able
another variation of this idea could be a "drift" key, which keeps the ship moving in a straight line at the same speed, as the ship turns, as seen in Tachyon and Wing Commander
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Forgive my stupidity.
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http://www.fishinstitution.com
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07-15-2002 02:55 PM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
We'd have to work on the AI a bit to do that.
The Drift idea sounds good too.
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07-16-2002 04:23 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
We'd have to work on the AI a bit to do that.
The Drift idea sounds good too.
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Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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07-16-2002 04:23 PM |
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ApaBaBooN
Murdock
Registered: Feb 2001
Location: The Land of Square Lights
Posts: 541 |
Is it possible to add slide only to human players? And leave the computers without it -- or simply they wouldn't be able to use it so their AI shouldn't get f*cked up.
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I'm the hunter of peace who chases the mayfly known as love...
...or something like that.
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07-16-2002 07:18 PM |
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ApaBaBooN
Murdock
Registered: Feb 2001
Location: The Land of Square Lights
Posts: 541 |
Is it possible to add slide only to human players? And leave the computers without it -- or simply they wouldn't be able to use it so their AI shouldn't get f*cked up.
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I'm the hunter of peace who chases the mayfly known as love...
...or something like that.
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07-16-2002 07:18 PM |
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Valkonaama
I'm New! Laugh At Me!
Registered: Oct 2001
Location: Suomi Finland
Posts: 16 |
Hmm? Was I wrong when I thought that adding Newtonian laws to FS2 universe was one of the first priorities in the source-code project?
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07-16-2002 07:38 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
i like the idea of the drift button .....but im interested what happens when you let go, say yuod swung round 90 degrees, i'd like the idea of drifting into the new direction as you would in a newtonian model, but only half newtonian, all intial direction is redirected to the new direction you are facing (so once again you would be traveling in a straight line)....
this would prodive some interesting tactics in a basically non-newtonian, (but with the ability to be kinda half newtonian when holding down the drift key)
note drift key cuts out all about to thrust, you can only rotate when held, so you kind of become like a rotating turret travelling in a straight line.
i dont think a true newtonian flight model will ever be as much fun, if you do want true newtonian i think good acceleration, moderate top speed, and good manouverability is needed to produce a fun(ish) game ihmo.
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07-16-2002 09:35 PM |
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