Forums » Suggestions
G-Force Indicator
I'd like to see a simple g-force indicator in our ships, constantly updating the amount of G's we're pulling. Whether negative or positive.
Maybe even a history graph like you can get with your FPS reading.
Maybe even a history graph like you can get with your FPS reading.
Correct me if I'm wrong, but wouldn't we experience 0g in outer space?
On the other hand, might we not feel extreme changes in direction and velocity?
On the other hand, might we not feel extreme changes in direction and velocity?
Changes in velocity (and its direction, but looking at velocity as a vector includes direction) = acceleration. You can 'measure' acceleration in 'g' units, if you want to, since it's so commonplace, it has become intuitive for most people.
And normally, we should indeed experience 0 g or something close to it.
And normally, we should indeed experience 0 g or something close to it.
geez you folks sound as if you never put any thought into your replies.
not like you at all.
go get a coffee. i'll fill in.
inertia-to-velocity ratio is what will give you the g-factor reading.
if your velocity, (that is, your rate of acceleration) is zero and you're in space, then yes, you will feel weightlessness. that is not to say you're not moving. just that you are not (or no longer) accelerating.
however, if you're propelled (accelerated) into any particular direction from your "zero g" state (weither you're in movement or not), then you will feel some amount of g-force, because your inertia is holding you in a particular spot (weither it's stationary or not) while you're accelerating into another direction.
this is comparable to centrifugal force when you spin an open paint bucket. if you spin it around your shoulder at arm length at the right speed, the paint inside the bucket will experience exactly 1-g, holding it stable in the bucket. if you manage to abrutly stop swirling the bucker around, you change the relative velocity of the paint inside the bucker, and the bucket itself. the bucket's velocity bacisally goes from zero (constant speed) to negative it's original velocity in the opposite direction, until the bucket is stopped.
the paint inside therefore gets a sudden g-force influx pushing it against the side of the bucket and leaving you to clean up the mess.
what leebs wants is to paint his cockpit the color of agave.
not like you at all.
go get a coffee. i'll fill in.
inertia-to-velocity ratio is what will give you the g-factor reading.
if your velocity, (that is, your rate of acceleration) is zero and you're in space, then yes, you will feel weightlessness. that is not to say you're not moving. just that you are not (or no longer) accelerating.
however, if you're propelled (accelerated) into any particular direction from your "zero g" state (weither you're in movement or not), then you will feel some amount of g-force, because your inertia is holding you in a particular spot (weither it's stationary or not) while you're accelerating into another direction.
this is comparable to centrifugal force when you spin an open paint bucket. if you spin it around your shoulder at arm length at the right speed, the paint inside the bucket will experience exactly 1-g, holding it stable in the bucket. if you manage to abrutly stop swirling the bucker around, you change the relative velocity of the paint inside the bucker, and the bucket itself. the bucket's velocity bacisally goes from zero (constant speed) to negative it's original velocity in the opposite direction, until the bucket is stopped.
the paint inside therefore gets a sudden g-force influx pushing it against the side of the bucket and leaving you to clean up the mess.
what leebs wants is to paint his cockpit the color of agave.
I concur with Upper Case.
You can and will experience G-forces while accomplishing maneuvers, acceleration or deceleration in space. Only while at complete rest will you be zero'd out.
You can and will experience G-forces while accomplishing maneuvers, acceleration or deceleration in space. Only while at complete rest will you be zero'd out.
I was going with a simple reply because it's so easy to put your foot in it with this issue. Somebody other than me already has a foot in.
Still, I think it would be funny to compare how hard you were hit with conc mines with concatapulting. Or maybe see how hard a turn you can take in your superlight.
I guess this would have landed in the "easy to do yet fun" upgrades to the game.
I guess this would have landed in the "easy to do yet fun" upgrades to the game.
...bla bla, blabla, bla bla bla, bla. Bla!
yeah what leber said first.
yeah what leber said first.
GetCurrentShipSpeed() can get your absolute velocity... so it should be trivial to get a nicely estimated acceleration value with the right plugin, give or take your ping. If someone wants to attach a graphic to it, you can use this dirty piece of code right here. (Mind, it's untested since I don't have access to a VO client lately, but the general gist of it should be obvious.) Dirty4 becomes the value of your m/s acceleration, for that tenth of a second.
gkinterface.GKProcessCommand("alias GForce 'Dirty;wait 0.1 Check';alias Check 'GForce';Check")
declare("Dirty1")
declare("Dirty2")
declare("Dirty3")
declare("Dirty4")
Dirty2=0
function Dirty1() Dirty3=Dirty2; Dirty2=GetCurrentShipSpeed(); Dirty4=(Dirty2-Dirty3)*10 end
RegisterUserCommand("Dirty", function() Dirty1() end)
gkinterface.GKProcessCommand("alias GForce 'Dirty;wait 0.1 Check';alias Check 'GForce';Check")
declare("Dirty1")
declare("Dirty2")
declare("Dirty3")
declare("Dirty4")
Dirty2=0
function Dirty1() Dirty3=Dirty2; Dirty2=GetCurrentShipSpeed(); Dirty4=(Dirty2-Dirty3)*10 end
RegisterUserCommand("Dirty", function() Dirty1() end)
OK so someone hip me to the secret of how to use this.
I can make a nice graphic, but "how to be making with the code?"
I can make a nice graphic, but "how to be making with the code?"
I don't see through the code, but i'd be interested in what the formula is supposed to calculate, since (scalar) acceleration from (scalar) speed goes something like this:
sample speeds v1, v2, acquired at times t1, t2, t1 ≠ t2
∆v = abs(v1-v2)
∆t = abs(t1-t2)
a = ∆v/∆t
sample speeds v1, v2, acquired at times t1, t2, t1 ≠ t2
∆v = abs(v1-v2)
∆t = abs(t1-t2)
a = ∆v/∆t
a brief correction to an above comment. "the only time you are zeroed is when you are not moving" this is incorrect. you are also zeroed when at a constant speed moving in a single direction
v1=Dirty2
v2=Dirty3
tn is constant, 0.1 seconds.
(Dirty2-Dirty3)*10 = (v1-v2)/0.1 = a = Dirty4 (as I said)
It's dirty because time is quantized at intervals of .1 seconds, so if you speed up really fast and then slow back down within that timeframe, it won't catch it. Due to unpredictable latency, increasing the cycles beyond .1 seconds can make it less accurate; this has been a major barrier in m3h autopliot syndrome.
I don't know crap about how to make tables or any of that jazz. Make drazed or Nauty show you! =)
v2=Dirty3
tn is constant, 0.1 seconds.
(Dirty2-Dirty3)*10 = (v1-v2)/0.1 = a = Dirty4 (as I said)
It's dirty because time is quantized at intervals of .1 seconds, so if you speed up really fast and then slow back down within that timeframe, it won't catch it. Due to unpredictable latency, increasing the cycles beyond .1 seconds can make it less accurate; this has been a major barrier in m3h autopliot syndrome.
I don't know crap about how to make tables or any of that jazz. Make drazed or Nauty show you! =)
what next? Blackout models?!
Mynt, it's not all that dirty. If the best sampling frequency you get is 10 Hz, that's it. You can't do much to make it better, and it's not your fault :) Sucks, though, that you can only accurately recreate signals (in this case, the speed graph) with frequencies up to 5 Hz (which still isn't that bad... .2 seconds is well within the human reaction time frame). But since you only lose some information and not all of it, I'd be happy with it...
honestly i don't want to know the applied forces for i know we would be fucking dead alot...
esspecially the negative forces would have killed you loads of times while playing vendetta... just imagine you fly one direction, turn your ship down by about 100 degree and then tap turbo.
the applied accel should be way enough to ensure that the bloodpreasure in your head would squeeze your brain within seconds. not mentioning the eyes poping out followed by blood the little veins were not build to hold inside any longer. well natural death of a valk jock for sure... only eckataurs and chimoths may be somewhat comfortable.
esspecially the negative forces would have killed you loads of times while playing vendetta... just imagine you fly one direction, turn your ship down by about 100 degree and then tap turbo.
the applied accel should be way enough to ensure that the bloodpreasure in your head would squeeze your brain within seconds. not mentioning the eyes poping out followed by blood the little veins were not build to hold inside any longer. well natural death of a valk jock for sure... only eckataurs and chimoths may be somewhat comfortable.