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Thread: SHIP CONTROL
Lord_Dorchadas wrote:
1. 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.
I'm used to both calculus and linear algebra, I use both regularly in my job
think of a regular xy graph, y is the vertical axis by convention, with z being the third axis that projects in and out of the paper, the only time I recall x and y lying in the horizontal plane with z being hieght is in architecture, but this is all largely irrelevant to the topic at hand
I don't know whether they're planning on making the turn rates on the principle axes different to each other as well as different to each ship, obviously the YT-1300 will roll at a different rate to a TIE fighter, but will it yaw and pitch at the same rate or not, we'll see.
2. Were 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
Buggered if I remember, but I believe so.
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?
Well, personally I prefer the yaw/pitch style since I'm tracking the target with my guns, it's more akin to manning a turret than flying a ship, and in space you are essentially just a turret that's free to move, if you have a three axis joystick though you will often find yourself using all three axes in one manouvre - one thing to be wary of is that if I know you tend to use pitch instead of yaw I'll be better prepared to draw a bead on you, if I know you're not going to swerve left or right I will make sure I can cover you above and below, when using the pitch/yaw method you have no idea where I'm going
4. On a side note.....Does anyone feel that Force Feedback hampers/increases their ability to control a ship/plane any better or worse???
Personally I don't find it adds anything, I'm not working with physical forces, I'm not going to black out if I turn too quickly or break the airframe if I go beyond it's limits, so in space I don't see the point in it at all.
It seems far more natural to me to twist the joystick and turn, pull the joystick back and look up, and push the stick left/right and roll.
WarFerret wrote:Lord_Dorchadas wrote:
1. 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.WarFerret wrote:
I'm used to both calculus and linear algebra, I use both regularly in my jobthink of a regular xy graph, y is the vertical axis by convention, with z being the third axis that projects in and out of the paper, the only time I recall x and y lying in the horizontal plane with z being hieght is in architecture, but this is all largely irrelevant to the topic at hand
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Actually i'm not sure what you mean by both calculus's: there calculus of 1 variable (parts 1 and 2) and Multivariable calculus...now if you are speaking of multivariable let me throw it in this light....lets imagine we have some function such as:
f(x,y)=sqrt(1-x^2+y^2)
so by the equation we can tell that the graph is a cone in 3d (well as long a 1-x^2+y^2 >= 0) now imagine trying to graph this with the y axis going vertical and the x axis horizontal....you would have to tilt the z axis away from you to see any details of the graph (when drawing it on a 2d plane...i.e. paper) and it would be hard to see the surface and you could not graph the planar contours lines.....but if you set the x axis towards you but angled away so you can see detail and the y axis along the horizontal and the z axis vertical the shape of the 3d object becomes very apparent and you can graph contour lines.....
oh and you dont graph 3 dimensional objects in linear algebra...that why they call it linear...you get into 3d in analytic geometry
and now the math lesson is over......
WarFerret you an engineer?.....Message Edited by Lord_Dorchadas on 09-15-2004 07:40 PM
Lord_Dorchadas wrote:
WarFerret you an engineer?.....
Message Edited by Lord_Dorchadas on 09-15-2004 07:40 PM
Ina previous life, BEng. Aerospace Engineering, but in 3d as it applies to video games and visual effects (I do the latter now), we don't deal with non linear algebra, so whilst yes, Analytic Geometry is dealing with true multidimensional models, we don't deal with anything other than linear transformations so we tend to use the terms interchangeably ![]()
Like I say, I've only ever seen x and y in the horizontal plane in Architecture, in Aerospace and in the vast majority of CGI (both games and effects), y is up ![]()
In space both the rudder and alirons, would be worthless. No air to flow over them.
More like mini-piloting thrusters.
Dont forget about skidding. These birds will continue in a forward motion, even after you have changed direction. When the thrust counters the skid, then you will regain forward movement.
It is possible to be moving in bearing zero, then rotate your ship 180 so your guns are firing backwards, yet you are still moving the same direction you started at.
Due to fluid space, the drag will slow you down.
BTW this is a space arcade style game. Very far removed form ANY SIMulator!!!
Message Edited by Lord_Dorchadas on 09-15-2004 12:14 PM
Message Edited by Lord_Dorchadas on 09-15-2004 12:15 PM