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Thread: SHIP CONTROL

WarFerret
Wed Sep 15, 2004 3:59 pm
#14








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.










---
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
usmtyty
Wed Sep 15, 2004 4:23 pm
#15

Due to the fact that all of the other XWing games have had the same control scheme, i will be leaving it like that as i am more than comfortable with it.



________________________________________________
TylerS TyTy --------------- Tewo Ava
Carbineer/ranger -------- TKA/Ch
Kettemoor ---------------- Flurry
DasAdin
Wed Sep 15, 2004 5:47 pm
#16

I never played X-Wing or TIE with a joystick that had a rudder control. I play BF now and have gotten used to that with the sidewinder I have. To keep from flailing all over the place I have to go with the config the original poster will.

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.



All the artisans in the Galaxy and I cant get a working pair of binoculars.
Washell
Wed Sep 15, 2004 5:54 pm
#17

Rolling left orright followed by diving will throw a lot of flightsim jockies of then


I've flown all the Wing Commanders and several other space sims and they all have the JTL setup. I've flown several Flight Sims with the conventional setup. Both feel natural to me unless I use the space setup in atmospheric flight and vice versa.

Lord_Dorchadas
Wed Sep 15, 2004 7:35 pm
#18


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 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

___________________________________________________________________________________________________________



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



Setix Kie


WarFerret
Wed Sep 15, 2004 8:01 pm
#19







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




---
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 8:06 pm
#20

Something's borked with my edit;


On a side note: I fail to understand how you can have a 3dsurface with only 2 variables (unless those variables are for example latitude and longitude which get remapped into 3d by a nonlinear operator), surely the resultant shape will be prismic ? Since z doesn't appear in the equation anywhere, surely it's going to be invariant on z ?



---
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
Kyd
Wed Sep 15, 2004 8:21 pm
#21

In terms of offencive manouvers I don't think either style has an advantage. Both are tracking the target and both are making small changes to keep the target lined up.


I do however, see a distinct disadvantage to rolling rather then Yaw when in a defencive position. If a dog fight goes on for more then acouple turns the offencive ship will notice the defencive ship rolling and pulling back for a turn. Seeing this he will anticipate the roll and be lined up for a shot even before the turn begins.


Pattern, and changing yourpattern of flying during a dog fight will give you the advantage. If your opponent doesn't know which way you will turn, and you turn in different directions in relationship to your ships position, he will be trying play catch up in every turn, and thats where you get behind him.


As much as atmospheric flight controls might be your most comfortable way to fly your ship. I think you might find yourself on the loseing end of most Furballs.
-MAUL-
Wed Sep 15, 2004 9:31 pm
#22

Rudder movement is to adjust the nose side to side to get a finer AOA.

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!!!



"There is no underwear in space" so they gaff taped me - Carrie Fisher
Infestus
Wed Sep 15, 2004 9:50 pm
#23

I think all the space sims ive played are like that tho.


but you are right that the yaw/roll controls are backwards to contemporary flight sims... and real aircraft.



remappable



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Lord_Dorchadas
Thu Sep 16, 2004 12:08 am
#24


double post

Message Edited by Lord_Dorchadas on 09-15-2004 12:14 PM



Setix Kie


Lord_Dorchadas
Thu Sep 16, 2004 12:14 am
#25



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



Setix Kie


ForceInstructor
Thu Sep 16, 2004 12:25 am
#26

I'm not sure I followed all of it but it seems like you know what you're talking about
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