Jump To Lightspeed Archive

Thread: SHIP CONTROL

WarFerret
Mon Sep 15, 2003 1:29 pm
#1






Lord_Dorchadas wrote:



well the reason i made mention of the control is that while in space you're still movingwithin a three dimensional space (sphere, cube, etc.)


the only difference between a space sim and a flight sim is the fact that


1. Gravity doesnt not apply (well maybe a little)

2. There is no hard deck to a space sim....


so while you are limited to flying in Half spere in 3d in a flightsim....you can fly in the entire sphere in the space sim


So really the BFM (Basic Flight Maneuvers) forhalf spherical aerial combatis simply expanded to encompass a large volume of space...(the entire sphere)


Hence Roll will be a more useful tool for changing direction due to the fact that yaw depends on the x-y plane turn radius of the craft...Roll+pitch throws you into a completely vector concerning the other combatant and it will be harder for them to get an angle on you...



just my two cents

Message Edited by Lord_Dorchadas on 09-15-2004 12:15 PM




I can see where you're coming from, but there's no guarantee that the turn rate on the y axis (y-axis is up btw, x isacross/pitch and z is lengthwise/roll) is any different to the turn rate on the x axis, it is in a plane for sure because the wing is designed to lift in the positive y direction and is a much larger control surface than the rudder, consequently a roll and a climb is a much faster way of turning than relying purely on yaw control.


However in a spacecraft you're not constrained by wings, so your turn rates are based purely on the strength of the thrusters you're using and the inertia moment of the craft, in other words, it's completely arbitrary especially in a game.


Rolling and climbing puts you into a different vector for sure, but you can achieve the exact same vector by yawing and climbing depending on the performance of the craft itself, it's just that your up vector, your y-axis, will be pointing in a different direction, you'll still be following the same path, you'll just have a different orientation and as I say, since this is space, your orientation is generally far less important (especially if you're flying a ship without turrets, since you're going to be firing forward regardless).


I agree that it might feel unnatural if you come from a flight sim background, but to those of us coming from the old Lucasarts space sims it makes a lot more sense, I play a lot of both and I have to say that in space I prefer this method of control.








---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
rabocca
Tue Jul 13, 2004 9:13 pm
#2

how is the controling of ships gonna be. im sure it wont be to hard but how are we gonna do barrel roles and stuff. tell me your thoughts



Rabocca
alt- Rabs
Ahazi
Restrik
Tue Jul 13, 2004 9:27 pm
#3

well, i don't think you can do a barrel role in space....unless you had some sort of thrusters that make you go up and down on both sides, and in that case you could probably do it with those...and what ever button controled them







The NGE is a decent start. Now lets bring the rest of the worlds up to par with Tatooine and Mustafar
Namra
Tue Jul 13, 2004 9:39 pm
#4






Restrik wrote:

well, i don't think you can do a barrel role in space....unless you had some sort of thrusters that make you go up and down on both sides, and in that case you could probably do it with those...and what ever button controled them







Yah but it looks like youll be able to do barrels rolls and all flying manuvers. Ive seen the videos on http://media.pc.ign.com/media/678/678088/vids_1.html


The games looks awesome. Why are they makign us wait so long!




Namra Ihatba: Proud member of the No Jedi Left Behind Act
Qwolahn
Tue Jul 13, 2004 9:46 pm
#5



Namra wrote:


Restrik wrote:
well, i don't think you can do a barrel role in space....unless you had some sort of thrusters that make you go up and down on both sides, and in that case you could probably do it with those...and what ever button controled them



Yah but it looks like youll be able to do barrels rolls and all flying manuvers. Ive seen the videos on http://media.pc.ign.com/media/678/678088/vids_1.html

The games looks awesome. Why are they makign us wait so long!






Unless you want a choppy mesh of unfinished graphic content and the like, they're releasing it rather early.



I'm back.
Lord_Dorchadas
Wed Sep 15, 2004 11:53 am
#6

the devs have stated that controlling a shipe with a joystick will be as follows:


Back/Foward = Pitch

Rudders = Roll

Left/Right = yaw


That is just backwards from every flightsim i've ever played....


will we be able to change the configuration to something more normal like:


Foward/Back = Pitch

Left/Right = Roll

Rudders = Yaw


if anyone knows please respond:



Setix Kie


XComCaptain
Wed Sep 15, 2004 11:57 am
#7

You can always remap the keys and joystick button configurations



----------------------------------------------------------------------------------
"You will find many of the truths we cling to, are from a certain point of view." -Obi Wan Kenobi
"Who is more foolish? The fool, or the fool who follows him?" -Obi Wan Kenobi
"What makes a man turn neutral ... Lust for gold? Power? Or were you just born with a heart full of neutrality?" - Zap Brannigan
"I hate these filthy neutrals Kif! With enemies you know where they stand but with neutrals? Who knows! It sickens me." - Zap Brannigan
WarFerret
Wed Sep 15, 2004 11:59 am
#8

It's not a flight sim, it's a space sim and it's the same way all the other Lucasarts space games have worked.


There is no "up" in space, so rolling isn't anything like as important as what direction you're facing, that's why the principle joystick axes are mapped to pitch and yaw.


However as has been said, if you want to you can probably remap it.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
WarFerret
Wed Sep 15, 2004 1:29 pm
#9






Lord_Dorchadas wrote:



well the reason i made mention of the control is that while in space you're still movingwithin a three dimensional space (sphere, cube, etc.)


the only difference between a space sim and a flight sim is the fact that


1. Gravity doesnt not apply (well maybe a little)

2. There is no hard deck to a space sim....


so while you are limited to flying in Half spere in 3d in a flightsim....you can fly in the entire sphere in the space sim


So really the BFM (Basic Flight Maneuvers) forhalf spherical aerial combatis simply expanded to encompass a large volume of space...(the entire sphere)


Hence Roll will be a more useful tool for changing direction due to the fact that yaw depends on the x-y plane turn radius of the craft...Roll+pitch throws you into a completely vector concerning the other combatant and it will be harder for them to get an angle on you...



just my two cents

Message Edited by Lord_Dorchadas on 09-15-2004 12:15 PM




I can see where you're coming from, but there's no guarantee that the turn rate on the y axis (y-axis is up btw, x isacross/pitch and z is lengthwise/roll) is any different to the turn rate on the x axis, it is in a plane for sure because the wing is designed to lift in the positive y direction and is a much larger control surface than the rudder, consequently a roll and a climb is a much faster way of turning than relying purely on yaw control.


However in a spacecraft you're not constrained by wings, so your turn rates are based purely on the strength of the thrusters you're using and the inertia moment of the craft, in other words, it's completely arbitrary especially in a game.


Rolling and climbing puts you into a different vector for sure, but you can achieve the exact same vector by yawing and climbing depending on the performance of the craft itself, it's just that your up vector, your y-axis, will be pointing in a different direction, you'll still be following the same path, you'll just have a different orientation and as I say, since this is space, your orientation is generally far less important (especially if you're flying a ship without turrets, since you're going to be firing forward regardless).


I agree that it might feel unnatural if you come from a flight sim background, but to those of us coming from the old Lucasarts space sims it makes a lot more sense, I play a lot of both and I have to say that in space I prefer this method of control.








---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
DarthRath
Wed Sep 15, 2004 1:36 pm
#10

Heres how I want my Joystick mapped (It has a spinning handle for "rudder" control)

Pitch = Forward/back (Forward nose down)

Roll = Left/right

Yaw =spin left/right


This to me feels more natural, and makes my flying abilities (such as they are) much easier and more "natural" to me. I too am coming from a military flight sim background. Keep it "planelike" not "gamelike" so I can fly and it feels right to me.


This whole topic will be moot of course if axis mapping is not allowed/functional. IT BETTER BE!!!!



".......so what I said was true, from a certain point of view."
RozhlokLightningskull
Wed Sep 15, 2004 1:47 pm
#11

It can be remapped however you see fit. Although, every space sim I have ever played (and there's a ton of them) does it how JtL does it. Imagine how awful I did after playing space sims for 10+ years when I jumped into a plane in BF1942. I had (and still have) no idea how to control that thing. Here's the link to TH's post:






/+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
| Razhlok Lightningskull: Master Bounty Hunter ~ Master Rifleman ~ Alliance Pilot -- Wanderhome Galaxy |
| Lynsana Jantal: Teräs Käsi Master ~ Master Swordswoman ~ Privateer -- Bria Galaxy |
\+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/

Lord_Dorchadas
Wed Sep 15, 2004 3:49 pm
#12

i'm glad there are alot of people who understood my post and have different views...just a few after thoughts:

1.

WarFerret posted:

I can see where you're coming from, but there's no guarantee that the turn rate on the y axis (y-axis is up btw, x is across/pitch and z is lengthwise/roll) is any different to the turn rate on the x axis, it is in a plane for sure because the wing is designed to lift in the positive y direction and is a much larger control surface than the rudder, consequently a roll and a climb is a much faster way of turning than relying purely on yaw control.

___________________________________________________________________________________________________________


I was talking from a mathematical view point...in higher level calculus the x axis is the axis toward you and the z axis is height..but none the less you got the idea...and I do see your point in the idea of spacecraft being dependant not on their wing shapes but rather on the power of the engines....(i.e the more advanced the ship the smaller the radius of yaw/pitch.) I guess we will just have to see what happens when its released.

2. Were you able to alter the primary flight controls on any of the early Lucas Arts Sims, if so then we can safely assume that we will be able to reassign them here..if not..maybe they will add it

3.I can see why both styles of play could have advantages when it comes to Combat...really its going to come down to how comfortable everyone is with there own style...for me its the flight sim way..for others the space sim...but does any style really offer an advantage over the other?

4. On a side note.....Does anyone feel that Force Feedback hampers/increases their ability to control a ship/plane any better or worse???

Message Edited by Lord_Dorchadas on 09-15-2004 03:50 PM

Message Edited by Lord_Dorchadas on 09-15-2004 03:51 PM

Message Edited by Lord_Dorchadas on 09-15-2004 03:52 PM



Setix Kie


Abale
Wed Sep 15, 2004 3:56 pm
#13






Lord_Dorchadas wrote:



well the reason i made mention of the control is that while in space you're still movingwithin a three dimensional space (sphere, cube, etc.)


the only difference between a space sim and a flight sim is the fact that


1. Gravity doesnt not apply (well maybe a little)

2. There is no hard deck to a space sim....


so while you are limited to flying in Half spere in 3d in a flightsim....you can fly in the entire sphere in the space sim


So really the BFM (Basic Flight Maneuvers) forhalf spherical aerial combatis simply expanded to encompass a large volume of space...(the entire sphere)


Hence Roll will be a more useful tool for changing direction due to the fact that yaw depends on the x-y plane turn radius of the craft...Roll+pitch throws you into a completely vector concerning the other combatant and it will be harder for them to get an angle on you...



just my two cents

Message Edited by Lord_Dorchadas on 09-15-2004 12:15 PM





Very Well said, and i agree totally, just because its a space sim and not a flight sim, they still have the same physic's. I plan on remap'in my self also.
Page 1 of 4
Previous Next