Daphne Jones Posted October 29, 2016 Share Posted October 29, 2016 What will the flight model be in space? Airplanes and/or submarines in space (the most common way games do it)? Six degrees of freedom with no friction (the way space really works)? Something in between (like Star Citizen)? I'm thinking about this from a design point of view. It drastically changes what will work for a spaceship. Also, will ships have artificial gravity on board? Will we need an element to implement that? Link to comment Share on other sites More sharing options...
Kuritho Posted October 29, 2016 Share Posted October 29, 2016 I think space shouldn't have gravity, but a XYZ coords to display "up, down, left, right, forward, and backward". Also, having a flight model is semi-easy. If we are speaking of Space Engineers Aerodynamics Mod, its about a few megabytes. Not a whole lot and little impact to simspeed. But yeah. That'd be neat, but caves are much more important (Oh no, the Twerkmotor smiley face is spreading. We must stop the infection) Link to comment Share on other sites More sharing options...
GrimReaper Posted October 29, 2016 Share Posted October 29, 2016 I imagine it will be the more traditional WWII planes in space. Would love to be surprised, but it seems like it would be just too much for them to do anything otherwise. I mean, if they have to settle on a lock and fire system, and a system where the further you out you are the less updates you get... I imagine they will have to make sacrifices in the flight model as well. Like I said, would love to be wrong though Link to comment Share on other sites More sharing options...
Daphne Jones Posted October 30, 2016 Author Share Posted October 30, 2016 Now that I think of it, I remember in the DPU devblog, they mentioned that flight will work by implementing actual thrust from the thrusters. (This was in that blog because it was discussing the DPU's need to control them and how that would work.) That implies that we have 6DoF if the construct designer wants it. If I put 8 steering trusters on a ship... hmm... probably need 12 for full control... I can program keys to allow 6 DoF. So my question really breaks down to two things. 1. If you point a moving ship in a direction will, its direction of flight change to that direction? (i.e. planes in space). 2. will a ship maintain velocity without continued thrust once it is moving. (i.e., Newtonian-ish movement). Another question would be, is there a speed limit, but I assume this will be necessary as a game engine limitation. Link to comment Share on other sites More sharing options...
Violet Posted November 7, 2016 Share Posted November 7, 2016 I really hope they go with the realistic, 6DoF with no friction but a maximum speed limit like Space Engineers does. Inertial dampening becomes a function of your flight software that you can turn off when making a long trip. I really hate the idea of planes in space behaving like they are in an atmosphere. I want to build a ship with one big engine only and flip over every time I need to make a corrective burn Link to comment Share on other sites More sharing options...
Kurosawa Posted November 7, 2016 Share Posted November 7, 2016 I want to build a ship with one big engine only and flip over every time I need to make a corrective burn That was awesome in Jumpgate, it was so sweet to come in full speed in hauler then flip over for a break burn, hoping you have enough boost and distance to slow down and not explode on impact. Link to comment Share on other sites More sharing options...
bastanold Posted February 5, 2017 Share Posted February 5, 2017 Did a search to see if this had been discussed before. I'm all for 6DoF. I liked how EVE 'programmed' modes of flight with commands that allowed for orbits of specific radii or maintaining a specific distance from a target. Going manual might be a case of point and click then let the thrusters do their best to align along that vector as quickly as possible. Joystick flying might make sense in atmo/liquid due to the aerodynamic/hydrodynamic forces and gravity and/or bouyancy minimizing the problem of thrust, but other than that mouse may be the best manual option. Or keys, if you need precise control over each DoF. Kuritho 1 Link to comment Share on other sites More sharing options...
bastanold Posted February 5, 2017 Share Posted February 5, 2017 The other variable to this equation would be thrust itself. With 6 directions to work with it might be good to have a setting that lets the ship figure out orientation while you the player determine vector(direction/thrust). Atmosph3rik 1 Link to comment Share on other sites More sharing options...
Ripper Posted February 6, 2017 Share Posted February 6, 2017 You didnt search very well... Look a few threads down. "WAY TO GO NOVAQUARK (thrusters and physics model)" https://board.dualthegame.com/index.php?/topic/10783-way-to-go-novaquark-thrusters-physics-model/#entry45088 You'll even get a video of the flight model they're working on. Link to comment Share on other sites More sharing options...
bastanold Posted February 6, 2017 Share Posted February 6, 2017 No, no, I certainly saw that, Ripper My question has to do with how players will actually pilot vehicles. It's great that NQ are electing to get quite detailed with vectors and other forces (like gravity) in their flight model. I want to know what the controls will be for said vehicles. Link to comment Share on other sites More sharing options...
ShadowLordAlpha Posted February 6, 2017 Share Posted February 6, 2017 No, no, I certainly saw that, Ripper My question has to do with how players will actually pilot vehicles. It's great that NQ are electing to get quite detailed with vectors and other forces (like gravity) in their flight model. I want to know what the controls will be for said vehicles. From what i can tell it will probably be very similar to how most games control the main difference would be in the construction of the ship as it would need scripts to help keep it level and do other complex functions as they have said they will provide several simple scripts though i could also be totally wrong and it be something different Link to comment Share on other sites More sharing options...
Anaximander Posted February 6, 2017 Share Posted February 6, 2017 From what i can tell it will probably be very similar to how most games control the main difference would be in the construction of the ship as it would need scripts to help keep it level and do other complex functions as they have said they will provide several simple scripts though i could also be totally wrong and it be something different Except if I get a say in the keybinds with Lua. Then prepare for the revolutionary method of : W, E = Forward thrust, W left main propulsion, E right main propulsion. Let go for W, you yaw left, likewise for E.. A, F = A is for left side maneuvering thrusters, F for the right side. S, D = S is rolling left, D is rolling right. C = Dive. Spacebar = Pivot. Talk about some precision cruise controls. And this doesn't even cover the ACTUAL clutch idea I have for tuning the rate of the controls. Link to comment Share on other sites More sharing options...
ShadowLordAlpha Posted February 6, 2017 Share Posted February 6, 2017 Except if I get a say in the keybinds with Lua. Then prepare for the revolutionary method of : W, E = Forward thrust, W left main propulsion, E right main propulsion. Let go for W, you yaw left, likewise for E.. A, F = A is for left side maneuvering thrusters, F for the right side. S, D = S is rolling left, D is rolling right. C = Dive. Spacebar = Pivot. Talk about some precision cruise controls. And this doesn't even cover the ACTUAL clutch idea I have for tuning the rate of the controls. I pity whoever has to fly off in your ships Anaximander and Atmosph3rik 2 Link to comment Share on other sites More sharing options...
Lethys Posted February 6, 2017 Share Posted February 6, 2017 I pity whoever has to fly off in your ships If they can even read the script and the panels or understand it Link to comment Share on other sites More sharing options...
Haunty Posted February 6, 2017 Share Posted February 6, 2017 Except if I get a say in the keybinds with Lua. Then prepare for the revolutionary method of : W, E = Forward thrust, W left main propulsion, E right main propulsion. Let go for W, you yaw left, likewise for E.. A, F = A is for left side maneuvering thrusters, F for the right side. S, D = S is rolling left, D is rolling right. C = Dive. Spacebar = Pivot. Talk about some precision cruise controls. And this doesn't even cover the ACTUAL clutch idea I have for tuning the rate of the controls. Sounds like driving a boat Link to comment Share on other sites More sharing options...
Anaximander Posted February 6, 2017 Share Posted February 6, 2017 Sounds like driving a boat A spaceboat you mean. Link to comment Share on other sites More sharing options...
Anaximander Posted February 6, 2017 Share Posted February 6, 2017 I pity whoever has to fly off in your ships GTA-proofing my ship, like a bawss. If someone steals my ship, they will end up dying a horrific death. Link to comment Share on other sites More sharing options...
Kuritho Posted February 6, 2017 Share Posted February 6, 2017 GTA-proofing my ship, like a bawss. If someone steals my ship, they will end up dying a horrific death. "Twerkmotor, we need to escape fast!" "Hold on, lemme read the 250 page long book on how to fly this again." Link to comment Share on other sites More sharing options...
Anaximander Posted February 6, 2017 Share Posted February 6, 2017 "Twerkmotor, we need to escape fast!" "Hold on, lemme read the 250 page long book on how to fly this again." You assume I have to escape. Period. See, thisi s why I'm mxing out shotguns in the game. Close quarters = best quarters. Link to comment Share on other sites More sharing options...
Kuritho Posted February 6, 2017 Share Posted February 6, 2017 You assume I have to escape. Period. See, thisi s why I'm mxing out shotguns in the game. Close quarters = best quarters. "So, everyone, I made my shotgun really complex and stuff so nobody else can use it. Let me just read this 50 page guide to using this..." Anaximander 1 Link to comment Share on other sites More sharing options...
bastanold Posted February 6, 2017 Share Posted February 6, 2017 With Lua and 6 directions for thrust values, it could just as easily be something NQ decide the players are left to do. Maybe the market ends up with several options for controlling ships. You could have TCS(Twerk Control System), RPC(Ripper Pilot Configuration) and KMP(Kuritho Maneuver Procedure) that each do more or less the same thing but using different key/mouse commands. Some may have specific commands for things like multi-planar rotations while other systems focus on simpler rotational solutions to accomplish the same end position. This in turn could influence ship designs and the type and strength of various thrusters on it, taking advantage of CoM to allow for faster maneuvering. It could get pretty complicated. Sounds like a market! Anaximander 1 Link to comment Share on other sites More sharing options...
Anaximander Posted February 6, 2017 Share Posted February 6, 2017 "So, everyone, I made my shotgun really complex and stuff so nobody else can use it. Let me just read this 50 page guide to using this..." Exactly xD Link to comment Share on other sites More sharing options...
devu Posted February 6, 2017 Share Posted February 6, 2017 I only hope you can upload and override ship controls with your own LUA scrips Link to comment Share on other sites More sharing options...
Ripper Posted February 6, 2017 Share Posted February 6, 2017 I'm not sure about cockpits. My understanding is the current cockpit has a built in control module. I would hope there will be alternative cockpits that allow the player to use a custom control module. Bridges are completely customizable. NovaQuark has said there will be display modules that can be linked to custom control modules. The custom control modules would have a user programmed DPU. For those that don't write code, NQ will be providing some basic scripts to get you off the ground. Link to comment Share on other sites More sharing options...
devu Posted February 6, 2017 Share Posted February 6, 2017 From what I remember CJ said once you put a cockpit it will generate default program for flight control that later on you can modify as you wish via LUA. Link to comment Share on other sites More sharing options...
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