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Thread: SHIP CONTROL

Voodoo2484
Thu Sep 16, 2004 12:32 am
#27

I'm going to map roll on the x-axis, it will make the ship more manuverable and precise.



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kilkin
Thu Sep 16, 2004 12:40 am
#28

im hoping it has mouseflight, like freelancer

but if it sucks without a joystick i already have one picked out just need 200$ for it lol
Washell
Thu Sep 16, 2004 5:47 am
#29

AOA or Angle Of Attack is a term used inatmospheric flight for the difference in the angle of thelongitudinal axisand theflightpath. In order to generate lift a plane needs to a positive angle of attack. Rudder has no influence on AOA.


The rudder is used to counter torque on takeoff, crosswinds on landing and smoother turning while flying.


In atmospheric flight a roll will divert some of the lift gained from the wings to a sideways force thus changing the direction of the plane.


None of these systems work or are neccesary in space.


In atmosperic flight the 2 main controls to change direction are connected to the stick.


In space roll does nothing but change your orientation, needing a 2nd action to change direction, pitch. Yaw does change direction immediately so pitch and yaw are now the 2 main controls to change direction.



Lord_Dorchadas
Thu Sep 16, 2004 9:13 am
#30



WarFerret wrote:
Something's borked with my edit;
On a side note: I fail to understand how you can have a 3d surface 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 ?






well just as in a linear or planar equation we could have a function in terms of x or y:

Ex: f(x) = x^2 which equates to y = x^2 and when we do a planar graph we get a parabola opening upwards


for a function of more than 1 variable you can you this notation:

f(x,y) = x^2 + y^2 which equates to z = x^2 + y^2 and when graphed in 3d you get a paraboloid


where x and y are independant variables and the f(x,y) (or z) is the dependant variable


and yes as you probably guessed im a Mechanical Engineering student:


now as for a further comment on combat it will really depend on the radius of turn composed in the programming of each individual craft....a x-wing might bank faster than its yaw and a tie may yaw faster than bank....in each case the pilot will have to determine what gives the faster turn or better AoA in any case....it all depends on the coding of each craft and the pilot behind the stick....becasue honestly they probably didnt code space to be realistic...

in reality if we max our engines and then cut them ....we should move at that velocity until another object exerts a force on the ship....but like i said i dont think they programmeed it that way



Setix Kie


Avengre
Thu Sep 16, 2004 9:31 am
#31

Well, i'm a pilot here (real life) so i thought i'd toss this in here.



In an airplane you BANK to control your heading (left and right movement) becuase when you bank your LIFT pulls you into a turn, because if you're in a 45 degree bank, about half your lift is going side ways, and half is going up. Anyway, more indepth than you wanted.


In space there is no need for LIFT. And so you dont need to BANK to make your turns. You could just yaw the craft. Although, if its like other Xwing sims the 7 / 8 keys will work for bank.


It would make sense to me for the space craft to have better performance in different axis... IE. UP and down wouldn't be as "speedy" as a yaw. If you look at the Ywing engine placement, Differential thrust would make turning or yawing super easy. However, going up and down would be much more challenging. BUT i doubt SoE will be that particular and make the game that "simulator." But if they did, it would certainly take more skill to put bank into your flying abilities so you could max out the turning performance.



- Avengre Traceshot
Ahazi Armorsmith, sells nothing but crap- so dont ask "do you make any good armor"
WarFerret
Thu Sep 16, 2004 9:42 am
#32








Lord_Dorchadas wrote:

well just as in a linear or planar equation we could have a function in terms of x or y:

Ex: f(x) = x^2 which equates to y = x^2 and when we do a planar graph we get a parabola opening upwards

for a function of more than 1 variable you can you this notation:

f(x,y) = x^2 + y^2 which equates to z = x^2 + y^2 and when graphed in 3d you get a paraboloid

where x and y are independant variables and the f(x,y) (or z) is the dependant variable


Ok, I was missing the assertion that z = f(x,y) and was assuming that f(x,y) was a parametric equation. A lot of the stuff I've been dealing with lately has been working with equations with up to 8 dimensions/variables, in which case nothing translates nicely into 3-space, either that or as I say, linear algebra stuff in which case everything is in 3-space but also varies with time, which makes stuff even more fun.


and yes as you probably guessed im a Mechanical Engineering student:


I gave up on the whole thing after graduation, turns out it's a lot more fun making planes that only look like they should work - and then blowing them up or doing whatever it is needs doing to them.

now as for a further comment on combat it will really depend on the radius of turn composed in the programming of each individual craft....a x-wing might bank faster than its yaw and a tie may yaw faster than bank....in each case the pilot will have to determine what gives the faster turn or better AoA in any case....it all depends on the coding of each craft and the pilot behind the stick....becasue honestly they probably didnt code space to be realistic...


I believe I said that earlier


"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."


in reality if we max our engines and then cut them ....we should move at that velocity until another object exerts a force on the ship....but like i said i dont think they programmeed it that way


Indeed not, the game will use slew control like all the other Lucasarts games, whereby even though you may skid through a turn, the game will tend to accelerate you in the direction you're pointing, there was a game out a while back called I-War whereby you could toggle these modes to give yourself a bead on your target. Of course it only generally mattered with regards to shields and missiles as both your main guns could swivel to fire in just about any direction...


Of course the big question is can you accelerate in the xy plane as well as z ? There's no physical reason not to, but I doubt we'll see 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
Hakai
Thu Sep 16, 2004 12:21 pm
#33






WarFerret wrote:

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







Was studying up to be one......discovered it just didn't interest me.

The Physics of it all is fascinating but the job market kind of imploded.....



Hakai Youkai
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Techdotcom
Mon Oct 25, 2004 5:57 pm
#34




"You can always remap the keys and joystick button configurations"


I am glad to hear that it can be remapped. Could you tell me where those settings can be accessed. I went through the options on the beta and I dont see anywhere to do it. I'm also very used to the twist controlling yaw and would like to remap the way my reflexes have been trained already.

Message Edited by Techdotcom on 10-25-2004 06:03 PM

Techdotcom
Mon Oct 25, 2004 5:59 pm
#35

ok how? I looked at the key mappings and other options in game and cant find the joystick mapping anywhere.
Beyaco
Wed Oct 27, 2004 6:07 pm
#36

im even having problems remapping outside swg...on my logitech wingman i can switch the "x-axis" and the "twist" but when i try it i go into a permenat roll while still in game i can go and remap them back to default and they work just fine..i have even remapped my y to x just to see if it would work and it did..if i hit up i would turn left if i pulled down on my joystick it would turn right...


any ideas why ? or maby there is a ingame option i am missing to make it the default flight sim style of controls...

Beyaco
Wed Oct 27, 2004 6:42 pm
#37

anybody?
Korant
Wed Oct 27, 2004 6:50 pm
#38

my other post may help u find out where to remap ur bindings:


http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=122862&jump=true


gl...



======================================
Korant
- working towards being a hunter of all things.
- a fair price for a good day's work.
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Beyaco
Wed Oct 27, 2004 8:06 pm
#39


thanx but it was a no go...wish theyw ould of just put a option in game to switch the roll and yaw...i meanwhat the f*ckis so hard about that.....getting a lil upset.
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