Forums » Suggestions
ik chaining
ctishman:
"Other uses for IK-chaining?
1) Crates on the Maud trailing behind it.
2) Hive queen and levi legs, bot antennae can wiggle. (Hell, imagine antennae turning towards you as bots lock on, or the arms of a queen reaching out towards you, grasping).
3) Enveloping claws for capship docking on bigger stations.
4) Whip antennae for ships that respond to acceleration realistically.
5) The prom looks like it should bend at the seams slightly as the player aims. IK Chaining would make this possible.
It's a feature whose uses are not yet obvious, but which add to the immersion of the game. Right now it still feels like static models gliding through space, and more movement within the models would help this."
I agree, thus, a suggestion thread. Post your views/comments/etc here.
"Other uses for IK-chaining?
1) Crates on the Maud trailing behind it.
2) Hive queen and levi legs, bot antennae can wiggle. (Hell, imagine antennae turning towards you as bots lock on, or the arms of a queen reaching out towards you, grasping).
3) Enveloping claws for capship docking on bigger stations.
4) Whip antennae for ships that respond to acceleration realistically.
5) The prom looks like it should bend at the seams slightly as the player aims. IK Chaining would make this possible.
It's a feature whose uses are not yet obvious, but which add to the immersion of the game. Right now it still feels like static models gliding through space, and more movement within the models would help this."
I agree, thus, a suggestion thread. Post your views/comments/etc here.
I really like the idea of adding the "wiggle" feature into the game engine. I just hope it doesn't come at the cost of a huge performance hit. That's really my only concern about that. Most flight sims don't seem to have a problem with it though. So maybe those worries will be unfounded.
But hey, these are some really good suggestions. And you could even take it a little further by asking for pivoting parts on future/updated ship models, like exhaust nozzles and weaponry. And if you'd really like to go crazy with it, tow lines and grappling mechanisms for miners!
/me drools uncontrollably
But hey, these are some really good suggestions. And you could even take it a little further by asking for pivoting parts on future/updated ship models, like exhaust nozzles and weaponry. And if you'd really like to go crazy with it, tow lines and grappling mechanisms for miners!
/me drools uncontrollably
yeah, for any grapple system, IK chaining is a must. Also, this would allow towed sensor arrays, and could even form the basis of a formation-flying system.
Formations would work like this:
Stand in a certain formation with teammates, lock together, those after you lock onto your ship, etc. You would have a certain range of movement relative to the ships in front of you (well, technically those up the chain from you). the movement of those lower down the chain would be limited relative to their parent ship's position, rather than in any absolute sense. the result would be something like 'snapping the whip', except in multiple dimensions.
Of course, 'snapping the whip' is exactly what 99% of new players would spend their time doing, but formation flying would be an art, and staggering your ships so as to provide an unavoidable field of fire would be an exercise in experimentation.
Formations would work like this:
Stand in a certain formation with teammates, lock together, those after you lock onto your ship, etc. You would have a certain range of movement relative to the ships in front of you (well, technically those up the chain from you). the movement of those lower down the chain would be limited relative to their parent ship's position, rather than in any absolute sense. the result would be something like 'snapping the whip', except in multiple dimensions.
Of course, 'snapping the whip' is exactly what 99% of new players would spend their time doing, but formation flying would be an art, and staggering your ships so as to provide an unavoidable field of fire would be an exercise in experimentation.