Yeah, I'm crap at physics
Info On The Template.
I kind of justified myself that drag is caused by dust and gas and other particles drifting about; if asteroids accumulate, why wouldn't dust and stuff? This would also allow for sound.
Yeah, I'm crap at physics
Yeah, I'm crap at physics
Last edited by Valiance on Wed Nov 11, 2009 4:50 pm, edited 1 time in total.

I'm an engineer, and I can tell you that this game have very remarkable aspects, this is not a dumb space shooter, it has a BIG and STEEP learning curve, I'll list some key features for you to read:
1.- As Aeris said, physics are nearly accurate "submarine" physics: No gravity, but inertia, drag, turning rates, accelerat¡on depending on mass, and yes... we can live with it.
2.- IMHO this game is about: A) If you are a commander; Strategy, resource managemente, combat tactics, managing real persons and make them obey, etc.
If you are a pilot, aim, maneuver, selecting the rigth tech to do the right task, and having situational awareness.
3.- This game simulates RADAR SIGNATURE features, as you can see from real aircrafts, you have stealth tech (with less radar signature, but accurately simulated, you don't just dissapear but you lower signature), this is a huge factor in the gameplay, and is another variable that you need to manage to win.
4.- Like other strategy games, the commander needs to choose the right techpath, according the other commander/map/players etc. needs to manage resources (mining), and to degrade the opponent's ones. etc.
In a final comment, it has a lot of tools to make a good simulation of a "futuristic" war, with many concepts already in use in RL. We have stablished Squads, tourneys, training courses for pilots (CDT) and for commanders (ACS), you should play it to get a better idea.
1.- As Aeris said, physics are nearly accurate "submarine" physics: No gravity, but inertia, drag, turning rates, accelerat¡on depending on mass, and yes... we can live with it.
2.- IMHO this game is about: A) If you are a commander; Strategy, resource managemente, combat tactics, managing real persons and make them obey, etc.
3.- This game simulates RADAR SIGNATURE features, as you can see from real aircrafts, you have stealth tech (with less radar signature, but accurately simulated, you don't just dissapear but you lower signature), this is a huge factor in the gameplay, and is another variable that you need to manage to win.
4.- Like other strategy games, the commander needs to choose the right techpath, according the other commander/map/players etc. needs to manage resources (mining), and to degrade the opponent's ones. etc.
In a final comment, it has a lot of tools to make a good simulation of a "futuristic" war, with many concepts already in use in RL. We have stablished Squads, tourneys, training courses for pilots (CDT) and for commanders (ACS), you should play it to get a better idea.
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fuzzylunkin1
But if our ships had engines on the front powerful enough to do that, it would probably make more sense to fly them backwards most of the time.fuzzylunkin1 wrote:QUOTE (fuzzylunkin1 @ Nov 10 2009, 06:43 PM) We could just pretend our ships fire thrusters in the direction opposite our current vector when we turn our engines off, in order to stop.
Oops, what a derail. >_>
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that_bloke
- Posts: 173
- Joined: Sat May 31, 2008 6:38 pm
- Location: Wherever it's at
if we assume we are flying in a diffuse molecular cloud of Helium, it allows us to explain....
-- Drag
-- Sound in space (sound waves can travel through the He)
-- Sig and stealth (perhaps the cloud contains some ionised He, interfering with sensors, until the "noise" gets big enough to burn through)
-- the He3 deposits
P'raps, i dunno. it's a good game though. come and play!
-- Drag
-- Sound in space (sound waves can travel through the He)
-- Sig and stealth (perhaps the cloud contains some ionised He, interfering with sensors, until the "noise" gets big enough to burn through)
-- the He3 deposits
P'raps, i dunno. it's a good game though. come and play!
There is very, very, very little of that floating around.that_bloke wrote:QUOTE (that_bloke @ Nov 11 2009, 12:03 AM) -- Sig and stealth (perhaps the cloud contains some ionised He, interfering with sensors, until the "noise" gets big enough to burn through)

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Actually, there isnn't any, you see, this is a computer game, it's all just numbers in your computer. consiquently, we can say whatever we want is the cause of the drag, I particuarly favour the explanation that a large marshmallow was placed in the vacuum of space and heated using lasers until it formed the extremly diffuse sticky sensor absorbing medium we fly through today.phoenix1 wrote:QUOTE (phoenix1 @ Nov 12 2009, 08:34 PM) There is very, very, very little of that floating around.
Last edited by madpeople on Thu Nov 12, 2009 9:24 pm, edited 1 time in total.





