Jump To Lightspeed Archive
Thread: SHIP CONTROL
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
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.
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
Message Edited by Techdotcom on 10-25-2004 06:03 PM