First of all I wanted to say congratulations for creating this awesome game! I spent many hours designing ships, and I particularily enjoy how physics are handled.
Coming from KSP, Avorion ship design may not be as accurate but it is still 'arcadey' for most people to get in the game quickly, while being complex enough to give a good challenge if you want to optimize your ships. Good balance if you ask me.
That being said, there is something I don't understand, and sorry if I'm in the wrong section. Suppose you have a ship with thrusters, built along the X axis and facing the Z axis.
They give your ship braking speed by providing an acceleration -or in that case, deceleration- to your ship's mass. Like 120 m.s-2 to 150.000 tons. So they apply a force in Newtons.
They also give your ship turning capabilities around the Y axis (yaw) by applying torque, yet, the game display a value in rad/s, which kinda makes no sense (or maybe I suck at physics?)
It seems that the game engine handle angular acceleration (I measured rpms/t and time to stop), even if angular speed is somehow capped.
So my question is: what does the values for pitch/yaw/roll correspond to? 1s of acceleration?
And my suggestion is: could the game display angular acceleration instead of velocity?
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ZK456
Hi everyone!
First of all I wanted to say congratulations for creating this awesome game! I spent many hours designing ships, and I particularily enjoy how physics are handled.
Coming from KSP, Avorion ship design may not be as accurate but it is still 'arcadey' for most people to get in the game quickly, while being complex enough to give a good challenge if you want to optimize your ships. Good balance if you ask me.
That being said, there is something I don't understand, and sorry if I'm in the wrong section. Suppose you have a ship with thrusters, built along the X axis and facing the Z axis.
They give your ship braking speed by providing an acceleration -or in that case, deceleration- to your ship's mass. Like 120 m.s-2 to 150.000 tons. So they apply a force in Newtons.
They also give your ship turning capabilities around the Y axis (yaw) by applying torque, yet, the game display a value in rad/s, which kinda makes no sense (or maybe I suck at physics?)
It seems that the game engine handle angular acceleration (I measured rpms/t and time to stop), even if angular speed is somehow capped.
So my question is: what does the values for pitch/yaw/roll correspond to? 1s of acceleration?
And my suggestion is: could the game display angular acceleration instead of velocity?
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