RealSpace core

Development areas for Allegiance core (IGC) design.
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TurkeyXIII
Posts: 1460
Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

QUOTE 11/27/09 15:37:45: McFishy (all): Well if the physics were 100% accurate, dogfighting would be impossible
11/27/09 15:37:58: TurkeyXIII@BS (all): not entirely McFishy
11/27/09 15:38:00: TurkeyXIII@BS (all): just annoying
11/27/09 15:38:27: McFishy (all): Overshooting and inertia are already a bitch, now imagine if there was no drag at all
11/27/09 15:38:34: phatman (all): once you thrust you should continue at the same speed, since the vacum of space has no atmosphere to slow you down
11/27/09 15:38:42: McFishy (all): exactly
11/27/09 15:38:57: ^Cadillac@RT (all): like this hasnt EVER been brought up before.
11/27/09 15:39:01: uberkill@SysX (all): well phatman, it is infitessinamally small
11/27/09 15:39:01: girlyboy_1 (all): You couldn't dogfight in a "realistic" newtonian game, but it might be awesome in its own way
11/27/09 15:39:04: ^Cadillac@RT (all): in the last 10 years
11/27/09 15:39:05: girlyboy_1 (all): More tactical-like
11/27/09 15:39:12: girlyboy_1 (all): Wouldn't work with Alleg's engine though anyway. >_>
11/27/09 15:39:20: Lexusbeat@XT (all): wouldnt work at all
11/27/09 15:39:22: TurkeyXIII@BS (all): sure it would girly
11/27/09 15:39:23: Schrodinger_ (all): rams at 800m/s
11/27/09 15:39:24: Schrodinger_ (all): Yee-haaaaaw!
11/27/09 15:39:33: phatman (all): raming each other
11/27/09 15:39:36: ^Cadillac@RT (all): you could just accelerate to light speed then
11/27/09 15:39:37: TurkeyXIII@BS (all): I made a no-drag core once for the lolz
11/27/09 15:39:43: Hunter@PK (all): holy $#@!, lets get past nerd boner hour and play
11/27/09 15:39:53: TurkeyXIII@BS (all): it was difficult but not impossible to maneauver
11/27/09 15:40:07: FazzBumm@RT (all): do u have that turkey ?
11/27/09 15:40:12: FazzBumm@RT (all): i would like to test that
11/27/09 15:40:13: TurkeyXIII@BS (all): floating somewhere[/quote]
To give it a try, fire this up on your LAN server:
RealSpace 1 alpha.
Overwrite warning: The zip file contains a modified sounddef.mdl which WILL break OH sounds etc. Make a back up before overwriting.

It was based on MS 1.25, and has factions/tech/etc. accordingly. I don't remember everything I changed, but here's a vague overview:
Basic ship thrusters do nothing. All movement is done via booster, so don't leave home without one. Fuel is increased fairly significantly, but keep an eye on it or you could end up stranded.Weapon particle lifetimes have been increased to extend range to around 10km. Dispersion has been recalculated to create an effective range equivalent to the MS1.25 range values.External sounds that are core-dependent have been silenced. They should still be audible internally though. The core-independent sounds that I couldn't silence are bullets hitting, alephs whooshing, and a few others.Shipyard disabled.Energy weapon projectiles have velocities relative to the ship that fired them.Drones use the same physics as they always have (autopilot does nothing btw), but their max speed is about 75% of its former value. I think I nerfed paydays as well.Pods lifetimes are around 60 seconds. I might have also increased the points awarded for rescuing a pod, because it's damn near impossible.

Edit: Thanks juckto
Last edited by TurkeyXIII on Wed Dec 08, 2010 1:37 am, edited 1 time in total.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Valiance
Posts: 561
Joined: Sun Nov 30, 2008 4:06 pm

Post by Valiance »

Sounds interesting... If only I could play alleg...
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sambasti
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Joined: Wed Mar 26, 2008 12:55 am
Location: the SF hiding in your home

Post by sambasti »

QUOTE The file you are trying to access is temporarily unavailable.[/quote]
:sad:
TurkeyXIII
Posts: 1460
Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

Yeeeaaah megaupload isn't fantastic. Works for me atm, if you can avoid the dodgy popup ads.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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juckto
Posts: 2332
Joined: Sat Jul 30, 2005 7:00 am
Location: NZ

Post by juckto »

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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Andon
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Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

http://www.matchfiregames.net/allegiance/RealSpace1a.zip as well

I'll have a look at this... sometime soonish
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HSharp
Posts: 5192
Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

Meh, Turkey's other stealing tech core sounds more fun :P
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Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

I don't have ICE on this computer, so forgive me if this was done already:

Shouldn't purely energy weapons have particle speed of 3x10^8?
Last edited by Adaven on Mon Nov 30, 2009 5:48 am, edited 1 time in total.
TurkeyXIII
Posts: 1460
Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

If they were some kind of photon-based weapon then yes, they would. The rounds would also be invisible until they hit something and dispersed. And they'd get slightly larger over distance.

The engine doesn't support changing particle size, and particle speed that high causes a crash. It'd also make EW weapons insanely powerful without some kind of damage nerf... not that I care about balance.

The current implementation assumes the energy is being put to use in some other way. Maybe it uses small amounts of mass that the system doesn't track, that the weapon heats up and then fires out of a railgun: Still uses a munition of some description but far less than PW weapons. Or maybe there's some abuse of the mass-energy relationship that allows the weapon to spawn positrons from nowhere and fire them out of an accelerator.

I wouldn't mind being able to use laser-esque weapons in there but there's no way around the particle speed crash so we'd need to fudge it anyway. And I think there are hitTest problems with very high particle speeds, but I haven't tested that one.
Last edited by TurkeyXIII on Mon Nov 30, 2009 1:27 pm, edited 1 time in total.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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