Joystick and Inertial Dampers

Tactical advice, How-to, Post-mortem, etc.
fuzzylunkin1

Post by fuzzylunkin1 »

QUOTE "It's strange not pulling any Gs."
"Yeah. I kind of miss it. Although at this rate of acceleration we'd be dead by now."
"Yeah?"
"Oh, yeah. Without inertial dampening, we'd be hit by so many Gs, our eyes would pop, the skin would pull away from our faces, our brains would squish up to the back of our skulls, and our internal organs would be crushed into these chairs. What about that sandwich?"[/quote]
Last edited by fuzzylunkin1 on Thu Mar 25, 2010 6:52 pm, edited 1 time in total.
Pos_21
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Post by Pos_21 »

Sunny wrote:QUOTE (Sunny @ Mar 25 2010, 10:22 AM) This makes me wonder about a setting i can't really find any info on:

What's the difference between quadratic and linear controls?
The ratio of X,Y on your stick to X,Y on the ship's controls.

Linear: X=X

Quadratic X=X^2+X.

The end result is Linear is simpler, while Quadratic gives you more control on the low-end and faster turning on the high-end.

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Post by Broodwich »

when i initially switched to the dx9 client, for some reason my joystick setting had changed to linear. It was so horrible for like an hour before i figured out what had made the change
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Post by Sunny »

QUOTE "It's strange not pulling any Gs."
"Yeah. I kind of miss it. Although at this rate of acceleration we'd be dead by now."
"Yeah?"
"Oh, yeah. Without inertial dampening, we'd be hit by so many Gs, our eyes would pop, the skin would pull away from our faces, our brains would squish up to the back of our skulls, and our internal organs would be crushed into these chairs. What about that sandwich?"[/quote]

Stargate ftw?
Aeris wrote:QUOTE (Aeris @ Mar 25 2010, 01:52 PM) The ratio of X,Y on your stick to X,Y on the ship's controls.

Linear: X=X

Quadratic X=X^2+X.

The end result is Linear is simpler, while Quadratic gives you more control on the low-end and faster turning on the high-end.

Oooh, okay. I might give it a try in awhile, if I feel up to getting slaughtered. Thanks! :D
fuzzylunkin1

Post by fuzzylunkin1 »

Sunny wrote:QUOTE (Sunny @ Mar 25 2010, 02:21 PM) Stargate ftw?
Well done, my Sunny friend ;) .
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Post by Bard »

fuzzylunkin1 wrote:QUOTE (fuzzylunkin1 @ Mar 25 2010, 02:35 PM) Well done, my Sunny friend ;) .
I figured Wurf would be the first person to post about that quote. :P

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infospy
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Post by infospy »

jpomailo2 wrote:QUOTE (jpomailo2 @ Mar 25 2010, 07:40 PM) Does it work when there is no gravity?

Can you feel acceleration, Gforces etc in space?
You may not feel any G's/Accel in a SpaceCraft because of "Inertial Dampers" but, when you rotate a ship... hell, if you apply to much angular speed (rotation) to it, the more you add, the more time consuming and dificult will be to stop it... Even when computer controlled... The only explanation would be "Parkshift"...

(See: Ender's Saga Xenocide/Speaker for the Dead for "Parkshift" concept).

Try "Orbiter" to get the feeling of what i'm saying... Try to rotate a ship "rollwise" and then try to align it with something...

If i'm making no sense, try to indulge my ignorance...

Best Regards....
jpomailo2
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Post by jpomailo2 »

Does weight effect this?

Like if I spun a really small object (say, a scout ship) really fast in space would it be easier to stop than a really heavy object (say a Capship)

I always find physics so cool, but I did terrible in it.

But its so cool.
Last edited by jpomailo2 on Thu Apr 01, 2010 1:54 pm, edited 1 time in total.
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RedLion
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Post by RedLion »

@jpomailo2
yes, mass (which isn't exactly the same as weight) does have an effect there.

@infospy
are you asking if real world physics is observed in Alleg? No, it's not. (The "problem" you are descibing is there as well as, for example, the existance of a max possible speed each craft can reach even if you keep accelerating).
If you are asking why is it not, the short answer is that this is a game not a simulator. Gameplay would be totally different if true physics applied. Would it be better? I doubt it honestly, but don't really know (althought I'm willing to bet MS experimented with it quite a bit while developing the game way back when).
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Post by TurkeyXIII »

The mass of the object affects its moment of inertia (AKA resistance to changes in rotation), but the weight (how its mass is perceived under gravity) does not. There are other factors involved, such as the shape and size of the object, and the location of the pivot point.

The ships in Allegiance all have a maximum rate of rotation. Real objects in space would not have such a limitation, so the torque (AKA forces that change rotation) would play a for more prominent role in maneuvers. In Allegiance, the rotation limits are all low enough that even the heaviest ships can usually stop rotating after only a couple of seconds.

And yes, you can feel the sum of all acceleration and gravitation forces in space.
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