ye I take the one about people having trouble dealing with it back. That would only be the case with full inertia (imagine forgetting to brake after warp gate)
To be fair while I think full inertia is nice in sandbox space simulators it might be an issue in PvP (Evochron is a pretty good example of that - where instead of dogfight action you have almost never-ending jousting). Besides, current size of maps don’t even fit the model Freelancer had (with slowing down of ~1 speed unit/sec).
But
If they would change current system to similarly working inertia with similar speed decay but properly positioned ship gravity center - it would create plenty new dogfighting options + semi-realisitc feel, “Starbuck” type of epicness in combat and it would actually made using warpgates and interceptor micro-warp risky enough yet even more useful features.
And
it would balance out those pesky T1 snipers without the need of nerfing anything…
ye I agree that it would be awesome (well talking about gravity center is kind of pointless tho unless you happen to be passing by a gas giant, sun or black hole etc in which case you’d have different things to worry about really)
To be fair while I think full inertia is nice in sandbox space simulators it might be an issue in PvP (Evochron is a pretty good example of that - where instead of dogfight action you have almost never-ending jousting). Besides, current size of maps don’t even fit the model Freelancer had (with slowing down of ~1 speed unit/sec).
But
If they would change current system to similarly working inertia with similar speed decay but properly positioned ship gravity center - it would create plenty new dogfighting options + semi-realisitc feel, “Starbuck” type of epicness in combat and it would actually made using warpgates and interceptor micro-warp risky enough yet even more useful features.
And
it would balance out those pesky T1 snipers without the need of nerfing anything…
Turn off your main engines in freelancer and user your thrusters.
The speed modifier goes static, and you wont slow down at all.
You are still limited to your max speed though, which doesn’t make sense in space either, lol.
Turn off your main engines in freelancer and user your thrusters.
The speed modifier goes static, and you wont slow down at all.
You are still limited to your max speed though, which doesn’t make sense in space either, lol.
True, we don’t talk about Freelancer here, though, nor anyone said it had true Newtonian physics implemented.
(and no, if you let go thrusters in Freelancer your ship would stop at some stage, although speed fade was pretty slow - have it checked just a moment ago).
@Hammas What I meant was vessel’s centre of gravity (mass) not any celestial body gravitational field/interference…
For example, now it seems that centre of mass is situated either at the end of the vessel (where the engine is) or even a little behind (towards the camera). That’s why sometimes it feels like ship is being lead on a stick when you try to do very sharp turns. While general physics are very cool it sometimes feels too much like aerial physics of VTOL aircraft, rather than flying spaceship.
It’s worth noting, at this stage - put my technical babble aside - 100% accurate Newtonian physics would be way too much for Star Conflict.
But some kind of drag and inertia as described above would be awesome and allow to pull off some epic dogfighting tricks.
yeah well let’s stop repeating the same things over and over without saying anything new in the end.
In conclusion: I completely agree with what you wish
Top is how even partial inertia should work and how it works in Freelancer or can be seen in “Battlestar Galactica” or “Firefly”.
Partial inertia = you gradually slow down. Full inertia = you drift infinitely in one direction until you don’t use your thrusters/engines to change direction/decrease speed = realistic Newtonian flight physics.
Bottom is how it works in Star Conflict - even if you cut your engines to 0, they are still “pushing you” forward for some time, hence if you turn around your pitch and yaw axis you make an arc - which can be wider or more tight depending on your speed.
For quite some time I was hooked on a much simpler (and far less beautiful) PvP game called Moonbreakers. It has exactly the partial inertia shown in the pic above, and its what drew me and many other players in. Performing sharp turns after a boost, you can not only shoot back in the direction you came from while still moving backwards, you can also strafe or drift (as in Tokyo Drift), facing a target but moving in a curve or corkscrew around it. The possibilities for fancy flight manuevers were endless.
The first thing I tried in SC was a sharp turn after max acceleration, only to see the ship keep its forward speed throughout the turn like a Formula 1 car on supersofts. I guess I’ve been spoiled, but this has kept me from enjoying the game & is one thing I really wish it had above anything else. Please Gaijin, make flying in space fun.
For quite some time I was hooked on a much simpler (and far less beautiful) PvP game called Moonbreakers. It has exactly the partial inertia shown in the pic above, and its what drew me and many other players in. Performing sharp turns after a boost, you can not only shoot back in the direction you came from while still moving backwards, you can also strafe or drift (as in Tokyo Drift), facing a target but moving in a curve or corkscrew around it. The possibilities for fancy flight manuevers were endless.
The first thing I tried in SC was a sharp turn after max acceleration, only to see the ship keep its forward speed throughout the turn like a Formula 1 car on supersofts. I guess I’ve been spoiled, but this has kept me from enjoying the game & is one thing I really wish it had above anything else. Please Gaijin, make flying in space fun.
I also played moonbreakers and it has the exact same inertia mechanics as Star Conflict only difference being that ship turn rate is a lot faster.
NO
I’ve written my reasons on another topic. But let me write it again.
First of all, inertia in Freelancer is a joke. You have an engine kill button, and after using it you can take advantage of Newtonian physics. However, when you hit afterburners in any direction, you don’t suffer any deceleration or acceleration; in short, it has inertial movement, but a poorly executed one. Don’t know (or care) if there are mods “fixing” this, but still…
Now, to the real deal: Have you ever played a game called, “Evochron Mercenary”? That game has full inertial movement support, full Newtonian physics. If you think that game has a great PVP potential, think again. Since you can get away from the enemy while shooting at it, going the opposite direction that you are facing that is, there are literally NO DOGFIGHTS in that game. Literally none. Instead, what that game has is, “Jousting Matches”.
This game offers strafing, and dogfighting since there is no full inertia. If you adapt full inertial movement, all you’ll have will be jousting matches like the other game I mentioned has. Not to mention the implications on the game balance, frigates will be a joke, and everyone will eventually be flying interceptors since they’ll be able to make the most out of the inertial movement. Also, if you adapt full inertial movement, ship speed limits will have to be removed.
So, again…
NO
NO
I’ve written my reasons on another topic. But let me write it again.
First of all, inertia in Freelancer is a joke. You have an engine kill button, and after using it you can take advantage of Newtonian physics. However, when you hit afterburners in any direction, you don’t suffer any deceleration or acceleration; in short, it has inertial movement, but a poorly executed one. Don’t know (or care) if there are mods “fixing” this, but still…
Now, to the real deal: Have you ever played a game called, “Evochron Mercenary”? That game has full inertial movement support, full Newtonian physics. If you think that game has a great PVP potential, think again. Since you can get away from the enemy while shooting at it, going the opposite direction that you are facing that is, there are literally NO DOGFIGHTS in that game. Literally none. Instead, what that game has is, “Jousting Matches”.
This game offers strafing, and dogfighting since there is no full inertia. If you adapt full inertial movement, all you’ll have will be jousting matches like the other game I mentioned has. Not to mention the implications on the game balance, frigates will be a joke, and everyone will eventually be flying interceptors since they’ll be able to make the most out of the inertial movement. Also, if you adapt full inertial movement, ship speed limits will have to be removed.
So, again…
NO
If you would take your time to actually read the whole thing, instead of reading only the title you could have a chance to actually noticed that I gave an example of Evochron as the full inertia we don’t think would be a good idea for Star Conflict. We settled our discussion on partial inertia scheme allowing to pull off certain maneuvers which are kind of “hallmark” for sci-fi space combat…
Well, since it seems you’ve read my post, you know I’m talking about full inertia.
What we currently have is more than sufficient. If they remove basic controls from interceptors and fighters, you’ll see the “maneuvers” that people are talking about on this post, except the full 180 thing.
I also played moonbreakers and it has the exact same inertia mechanics as Star Conflict only difference being that ship turn rate is a lot faster.
Not sure what I can say to that as its totally contrary to my experience (other than the turn rate being a lot quicker in MB, making SC ships clumsy lumbering beasts by comparison). Please, show me a video of drifting/strafing in Star Conflict.
Let’s say we are not fighting in the emptyness of space, but in a sort of transparent jelly.
This would explain a lot of inaccurate facts :
-
non-newtonian physics and inertia
-
sounds
-
lasers scattering
-
zone damage from explosions
etc.
So please stop whining. This is a game. If you want a physician’s game, i would suggest that you try Kerbal Space Program. Very fun. But not a fast paced star shooter.
Benache, did you read the thread? No-one here is asking for newtonian physics and inertia.
We’re asking for partial inertia. Why? Not because we want a “physician’s game”, but because partial inertia lends itself to much more interesting flight maneuvers and is much more enjoyable than flying through jelly.
I confess i didn’t read thoroughfully. I edited my post.
Benache, did you read the thread? No-one here is asking for newtonian physics and inertia.
We’re asking for partial inertia. Why? Not because we want a “physician’s game”, but because partial inertia lends itself to much more interesting flight maneuvers and is much more enjoyable than flying through jelly.
Sadly reading comprehension is not a virtue of digital age.
P.S. Nice Sam Anders’ avatar.
:012j:
P.S. Nice Sam Anders’ avatar.
:012j:
:Dwop well spotted sir!
Btw until/unless partial inertia is introduced (not holding my breath) I’ll be referring to SC as “Jello Conflict”. Thanks Benache for the idea
In my opinion its sad that Gaijin could make such a polished, visually & aurally compelling game with infinite combinations of weaponry etc without first making sure that flying a ship was fun, rewarding piloting skills and creating astonishing dogfights (rather than slugfests). Its like baking an incredible chocolate cake full of awesome ingredients but forgetting to add sugar.
I found Moon Breakers very funny with pvp mouvement sintem even better that Star Conflict , it is just bones with few flesh comparison to this game (wich i like much I add) , but still i would prefer a more similar flying sistem as in MB (meenwile i fins the fisic of Evochrin inadapt for my joyness in here ).
To say maybe simpler , i’d like a … faster , or more immediate response , of ship direction , pitch strafe and so on .
Tkx for considering MFDSuraj.
Let’s say we are not fighting in the emptyness of space, but in a sort of transparent jelly.
This would explain a lot of inaccurate facts :
non-newtonian physics and inertia
sounds
lasers scattering
zone damage from explosions
etc.
So please stop whining. This is a game. If you want a physician’s game, i would suggest that you try Kerbal Space Program. Very fun. But not a fast paced star shooter.
>Sounds
In pretty much every map, you’re in an atmosphere of some-sort.
In places that you are not, despite there being no matter to transport sound, the ships computer could easily read the energy output of certain events and generate sound based off of these, the same way we get “sound” from other xxxx planets, and even our system’s star.
Also, EM energy affects mass, so it could literally (yes, I mean literally in the literal sense) be used to transmit sound in a matterless environment.
>Lasers scattering
All of the lasers are perfectly accurate once fired. Continuous lasers fire in the same direction as long as the button is held down. Only when you fire another burst does it change point. Laser inaccuracy is going to be related to mechanical inaccuracy, but that’s xxxx impossible to code directly when the barrels respond instantaneously and on-point to the mouse location. With the exception of slow-barrels, but even then, those are pin-point. To compensate, it is added artificially.
Thank.
>Zone damage from explosions
You can make weapons that use a blast-zone type warhead. They are hard to make, especially with IRL technology, but Star Conflict takes place in the far future.
IE: They’d be bread-and-butter weapons in SC.
OKAY. With that covered, I’d like to get on the ball with the Newtonian physics.
First of all, lyravega, the “jousting” bit would only occur if there was not sliding/strafing abilities in SC. The only time I remember having to use jousting techniques in a space sim was when flying in a strafe-less Wing Commander Saga, while flying the Arrow, which can cut it’s engines and retain even afterburn-level velocities.
Plus, only the ints move fast enough to do something like that. Figs and frigs, not so much.
The physics are fine for a semulator (semi-simulator. lol), with one small problem, when I turn after accelerating, my ship carries its forward velocity to the new direction, rather than maintaining it’s original direction. It also maintains its magnitude.
While everything else is acceptable, this is not.
And I also agree, a global speed-up for all of the ships would be nice. There is no atmospheric resistance, and barely any gravity, so breaking a one atm sound-barrier (340 mps) would be easy-peasy for a fig.
Also, jousting in this game is a death sentence unless you know what you are doing, and it’s pointless once you’re at CQC ranges.
Also:
Btw until/unless partial inertia is introduced (not holding my breath) I’ll be referring to SC as “Jello Conflict”. Thanks Benache for the idea
In my opinion its sad that Gaijin could make such a polished, visually & aurally compelling game with infinite combinations of weaponry etc without first making sure that flying a ship was fun, rewarding piloting skills and creating astonishing dogfights (rather than slugfests). Its like baking an incredible chocolate cake full of awesome ingredients but forgetting to add sugar.
Genius