Forums » Suggestions

change the flight model

«12
Oct 02, 2004 DireCoyote link
Magus, you are not listening. He and I are not using a mouse. With a joystick, the ship still bobs when you turn. Turning off mouselook won't solve anything.

I would prefer a more precise turning scheme, but I admit that this one makes the most sense in the current physics model, so I'm not actually complaining.

You don't have to agree with me, you don't have to agree with him, I'm just trying to help you understand our position and what we're talking about.

Lighter ships don't 'wobble' as much. Turning your ship basically works like arcade mode does for throttles. You turn and then stop turning and your turning-thrusters compensate to slow down your turn to a stop. Thus, higher mass equals more floating equals more drift when you turn. A Ragnarok drifts all over, in either mode, just whilst turning.
Oct 02, 2004 mr_spuck link
I think I know what you are talking about. You might not center your stick completely when you stop turning which results in your drifting. I noticed that too.
AFAIK the game doesn't have any dead zone set by default. There's a way to change that .. which .. I uhm can't remember right now.
Oct 02, 2004 DireCoyote link
No, I center it.

Try this. Get in a Ragnarok, and program your turn-right key to the keyboard. Press the key for a second, and then let go. Your ship does not stop immediately after you let go. It drifts and slows down to a stop.
Oct 02, 2004 mr_spuck link
Ok that's my crappy joystick then :)

I see what you mean. Oversteering due to inertia(sp.) would describe it best IMHO. I (and probably everyone who plays for a while) just automatically compensates it or takes it into account when turning.
Oct 02, 2004 DireCoyote link
Right. I would prefer a more precise method, but I do understand the physics behind 'oversteering due to inertia' and thus accept it.

I was just trying to get everyone else to understand what Galcius was talking about. It's not a game bug, or a design fault, or a joystick/mouse/keyboard setting that needs correcting as most people assumed. It is just the physics behind the game. Galcius is doing nothing wrong to produce this effect, he just doesn't like it.
Oct 02, 2004 Sparks link
I actually find the "realism" challangeing. Keep it. Straif is possible from a ship or plane by having the weapon itself "wiggle" keeping the ship on the same course which is what is represented here.

Sparksvonrou
Oct 02, 2004 DireCoyote link
Which is why we have auto-aim. Our ships may drift a little, but our weapons are capable of an amount of computer-assisted adjustment to compensate. IE, auto-aim.
Oct 02, 2004 MonkRX link
wobble is different from drifing :D.

Just get used to flying in vendetta :), Its different from other games.
Oct 03, 2004 paedric link
Perhaps the problem here wasn't the message so much as the delivery. His statements where vague and dripping with rancor. No one here has a problem with someone stating their preferences or giving their opinions. It would have helped if he had actually given coherent details about what the problem was instead of just blowing off steam.

mr_spuck is probably correct when stating that most of us who've been here for awhile, especially those of us who usually fly heavies (which includes me), do compensate for any drift/wobble there may be without really thinking about it.

As far as "lateral thrusters" (braking?) goes, forward momentum will stop dead if you hit the space bar while using Arcade Mode. Using Physics Mode, the ship will slow down much more gradually when this "lateral force" is applied.

While I can find no official explanation from Guild of what spin torque is as applied to the ship's engines, I believe that it dictates the ship's top speed and also affects the responsiveness or manuverability of the ship. The lower the number, the slower the ship and the more sluggigh the response will be.
Oct 03, 2004 Magus link
<With a joystick, the ship still bobs when you turn. Turning off mouselook won't solve anything.>

Then it's a problem with the dampeners. I believe there was some complicated command line for adjusting the level of dampening on your ship as it turns. I don't remember it. a1k0n could probably tell you.

Only problem is you'll have to change your dampener setting based on what ship you're flying. Currently it's calibrated to an "average." Maybe in the future it can be made ship specific, provided the engine allows for that. Otherwise, you're SOL.

Heavy ships aren't supposed to be maneuverable anyway though. That's why most heavy weapons have high auto-aim or seeker capability. Flying heavies is a totally different style from flying fighters.
Oct 03, 2004 roguelazer link
alias cr-4 "set controlresponse 2.00; alias cr cr-3; echo '200% dampers'"
alias cr-3 "set controlresponse 1.50; alias cr cr-2; echo '150% dampers'"
alias cr-2 "set controlresponse 1.40; alias cr cr-1; echo '140% dampers'"
alias cr-1 "set controlresponse 1.25; alias cr cr0; echo '125% dampers'"
alias cr0 "set controlresponse 1.00; alias cr cr1; echo '100% dampers'"
alias cr1 "set controlresponse 0.75; alias cr cr2; echo '75% dampers'"
alias cr2 "set controlresponse 0.50; alias cr cr3; echo '50% dampers'"
alias cr3 "set controlresponse 0.25; alias cr cr4; echo '25% dampers'"
alias cr4 "set controlresponse 0.10; alias cr cr-4; echo '10% dampers'"
alias cr "cr1"
bind "," cr

Put that at the end of your wgaf.cfg file, in your vendetta directory. Now you can use your , key to change the amount of interial dampers.
Oct 03, 2004 Prometheus link
If we have allmighty thrusters why can't we thrust backwards with thrusters in the nose of the spacecraft?
Oct 03, 2004 ctishman link
Because you're in Arcade mode. Hit the semicolan key to enter physics mode, and enable not only backwards movement, but more realistic maneuvering, too. For example, in Physics, you can turn one way but not start going in that direction, allowing a retreating fight. Physics usage is vital for duelling.
Oct 03, 2004 paedric link
Semicolon < ; > is for mouselook. It's the apostrophy < ' > that toggles fly mode. :-Þ
Oct 03, 2004 Prometheus link
i c that should make my kills more easy. Only reason i want it is cause if you attack a bot with front speed the chance you will get caught in it's explosion when it dies is to big so is collissions with the bot. And thats annoying :)
Oct 03, 2004 Towneh link
So if this problem is down to the engine of the game, how comes the "roll" movement stops straight away?

I have a sidewinder precision pro 2, and I experience what Glacius was talking about with the slow down of the turn when you quickly centre you joystick, but i've also programmed in the roll movement to the joystick twist, and that doesnt suffer from the same slow down effect.
Oct 03, 2004 Moofed link
I agree with Towneh. Rolling needs to have physics behind it too. It would make the freighters feel even more like barges, which is a good thing.