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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894 |
Considering, at heart, all space-sims are physics engines with everything else wrapped around it, changing FS2 from arcade to newtonian would be ludicrous ... I'd much prefer they work on gameplay, mission design, stuff like that. Blinking lights'll be cool and all, but first and foremost TBP seems to be about quality gameplay; and I want them to keep doing that. 
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05-04-2002 07:37 PM |
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FSF Ashrak
Post Count Weenie
Registered: Sep 2001
Location: Estonia
Posts: 1362 |
just stick a reverst thrust button somewhere and voila 
and the adons will come later after the releeses like jump points will come after releese 2 and change the other points 
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05-04-2002 08:06 PM |
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Ashark
I'm New! Laugh At Me!
Registered: May 2002
Location: Estonia
Posts: 1024 |
just stick a reverst thrust button somewhere and voila 
and the adons will come later after the releeses like jump points will come after releese 2 and change the other points 
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05-04-2002 08:06 PM |
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Avenger
Babylon Project

Registered: Jun 2001
Location: Birmingham
Posts: 227 |
I am currently familiarising myself with the code as much as possible, if it took Volition over a year to develop i am not gonna learn how they made it in a day or even a week, reading and digesting all the code takes time, the only modificiations that i have done so far are reletivly easy requiring very little knowlege of the existing source. For now at least that has been ok, but now to start working on the proper lighting effects that i want to do is going to take much more time.
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05-04-2002 08:59 PM |
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894 |
Also, considering the FS2 engine is based on the FS1 engine, their programmers had a lot more familiarity with it than just the FS2 dev cycle...
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05-04-2002 09:27 PM |
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894 |
quote: Originally posted by FSF Ashrak
just stick a reverst thrust button somewhere and voila 
um, wrong.
Try knowing a single thing about what you're talking about first.
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05-04-2002 09:29 PM |
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894 |
quote: Originally posted by FSF Ashrak
just stick a reverst thrust button somewhere and voila 
um, wrong.
Try knowing a single thing about what you're talking about first.
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05-04-2002 09:29 PM |
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ReapeRalex
I'm New! Laugh At Me!
Registered: Apr 2001
Location: Dover UK
Posts: 15 |
B5 stunts nearly a reality?
Hi, I've just finnished playing with the new source code and have managed to get my ship flying backwards, sideways and up and down! If anyone (especialy the guys doing the B5 project) want to use my code just email me. I had to play with the ships tables aswell. If you can edit the ships tables and want want to try it then all u have to do is fill in the missing numbers:
[eg for the myrmidon]
$Max Velocity: 50.0, 50.0, 75.0
$Rear Velocity: 75.0
$Slide accel: 2.4
$Slide decel: 2.0
then in game use "a" and "z" to go forwards and backwards, "num_1" and "num_3" for strafing and "num_+" and "num_enter" for up and downs.
My code lets you bind these and when u r flying backwards shows u ure speed.
Newtonian physics is still damn near imposible, unless u have enought time to rewrite half of freespace but we can now get full control of our ships, much like descent (no supprise it was so easy to do eh?) so with the right gameplay balencing we can do straifing runs and spinning on a dime tricks!
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05-04-2002 09:51 PM |
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ReapeRalex
I'm New! Laugh At Me!
Registered: Apr 2001
Location: Dover UK
Posts: 15 |
B5 stunts nearly a reality?
Hi, I've just finnished playing with the new source code and have managed to get my ship flying backwards, sideways and up and down! If anyone (especialy the guys doing the B5 project) want to use my code just email me. I had to play with the ships tables aswell. If you can edit the ships tables and want want to try it then all u have to do is fill in the missing numbers:
[eg for the myrmidon]
$Max Velocity: 50.0, 50.0, 75.0
$Rear Velocity: 75.0
$Slide accel: 2.4
$Slide decel: 2.0
then in game use "a" and "z" to go forwards and backwards, "num_1" and "num_3" for strafing and "num_+" and "num_enter" for up and downs.
My code lets you bind these and when u r flying backwards shows u ure speed.
Newtonian physics is still damn near imposible, unless u have enought time to rewrite half of freespace but we can now get full control of our ships, much like descent (no supprise it was so easy to do eh?) so with the right gameplay balencing we can do straifing runs and spinning on a dime tricks!
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05-04-2002 09:51 PM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
One of the more doable of Newton's Laws is the law of conservation of momentum (there are several different laws). Basically, in the game you could implement if something collides with something else then the momenta are calculated and resulting velocities become more realistic. A fighter crashing into a capital ship will have little effect on the capital ship but a lot of effect on the fighter whereas two fighters colliding can do many things depending on the angles of impact.
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05-04-2002 10:17 PM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
One of the more doable of Newton's Laws is the law of conservation of momentum (there are several different laws). Basically, in the game you could implement if something collides with something else then the momenta are calculated and resulting velocities become more realistic. A fighter crashing into a capital ship will have little effect on the capital ship but a lot of effect on the fighter whereas two fighters colliding can do many things depending on the angles of impact.
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05-04-2002 10:17 PM |
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FlakBait
Murdock
Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735 |
Gotta improve collision detection for that.
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05-05-2002 03:36 AM |
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darthwoo
Murdock
Registered: Apr 2001
Location: University Park
Posts: 268 |
With collisions, I'm not sure how exactly you'd do it, but it would be nice to see accidental kamikazes rather than just scripted ones. I think that normally if two capital ships hit each other, they might just go through each other and do no damage. To actually have them damage each other, you need to script a ship to actually be a kamikaze, and then it devotes itself to ramming, right? I was just thinking it'd be nice to have something like that great scene in Empire Strikes Back, with the 3 ISDs pursuing the Falcon over Hoth.
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05-05-2002 06:04 AM |
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darthwoo
Murdock
Registered: Apr 2001
Location: University Park
Posts: 268 |
With collisions, I'm not sure how exactly you'd do it, but it would be nice to see accidental kamikazes rather than just scripted ones. I think that normally if two capital ships hit each other, they might just go through each other and do no damage. To actually have them damage each other, you need to script a ship to actually be a kamikaze, and then it devotes itself to ramming, right? I was just thinking it'd be nice to have something like that great scene in Empire Strikes Back, with the 3 ISDs pursuing the Falcon over Hoth.
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05-05-2002 06:04 AM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
BTW. More damage from collisions would be cool...
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05-05-2002 08:00 AM |
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ReapeRalex
I'm New! Laugh At Me!
Registered: Apr 2001
Location: Dover UK
Posts: 15 |
Colision damage
Yeah, the damage model for collision sucks! I managed to fly a corvette before the code came out and I just bounced off anything I hit, small fighter or big ship What I'm trying do do next is change the colision code to let me run my corvette tru another large ship, like on B5 and that Dreadnaught. Problem is how to do it. I'm not to hot on all this vector stuff yet but i have a few ideas.
I'm also looking for a few suggestions of things in the code to change, any ideas?
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05-05-2002 11:03 AM |
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ReapeRalex
I'm New! Laugh At Me!
Registered: Apr 2001
Location: Dover UK
Posts: 15 |
Colision damage
Yeah, the damage model for collision sucks! I managed to fly a corvette before the code came out and I just bounced off anything I hit, small fighter or big ship What I'm trying do do next is change the colision code to let me run my corvette tru another large ship, like on B5 and that Dreadnaught. Problem is how to do it. I'm not to hot on all this vector stuff yet but i have a few ideas.
I'm also looking for a few suggestions of things in the code to change, any ideas?
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05-05-2002 11:03 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
I think the most important change to the code would be a change that allows further changes to be seamlessly integrated into FS2, turned on and off, etc, without crippling FS2 or requiring a differently compiled version of the game.
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05-05-2002 01:18 PM |
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Kip Thorne
I'm New! Laugh At Me!
Registered: Mar 2002
Location: A Coruña, Galicia, Spain
Posts: 40 |
If you want full-newtonian. you have I've Found Her!, wich is freeware, and its demo will be released this summer (watch the new trailer at their site).
There's no purpose in having two games based on B5 universe that play nearly the same. I'd prefer the Descent approach: freedom of movement (720 degrees) but with "air resistance".
The TBP FAQ promises a small "slide" for the ships so that they feel different from FS2 ones, but I think that right now that's barely noticeable. Increasing slide and allowing for 6 thrusters on the Starfuries (one on each face of the "cube") would be good.
My 2 cents (Euro currency): we have IFH to be a "simulator", and TBP to be "arcade-simulation". No colission of interests ;-)
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05-05-2002 06:31 PM |
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Kip Thorne
I'm New! Laugh At Me!
Registered: Mar 2002
Location: A Coruña, Galicia, Spain
Posts: 40 |
If you want full-newtonian. you have I've Found Her!, wich is freeware, and its demo will be released this summer (watch the new trailer at their site).
There's no purpose in having two games based on B5 universe that play nearly the same. I'd prefer the Descent approach: freedom of movement (720 degrees) but with "air resistance".
The TBP FAQ promises a small "slide" for the ships so that they feel different from FS2 ones, but I think that right now that's barely noticeable. Increasing slide and allowing for 6 thrusters on the Starfuries (one on each face of the "cube") would be good.
My 2 cents (Euro currency): we have IFH to be a "simulator", and TBP to be "arcade-simulation". No colission of interests ;-)
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05-05-2002 06:31 PM |
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