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July. 28, 2017

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Re: Offset requests - ship spinning & docking speed
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No, this is very bad advice and will cause severe handling problems.

See this:http://forums.seriouszone.com/showthr ... 50-Tutorial-ship-handling

Posted on: 2010/7/16 12:34
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Re: Offset requests - ship spinning & docking speed
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This is pretty much the solution 88 Flak has in place currently. However, it still has that annoying autopilot wagging that makes any autopilot unusable, particularly with Flak's camera look-ahead used for Capital Ships (so you can steer and shoot at the same time).

Here's my personal notes on ship handling:
Code:
Class          Steering  Coefficient
Base Steering  4.0       1.0
PLF            3.2       0.8
LF             3.2       0.8
HF             2.4       0.6
VHF            1.4       0.35
FR             1.2       0.30
Transport (L)  0.4       0.1
SC (L)         0.4       0.1
LC/WP (L)      0.2       0.05
Station (L)    0.1       0.025

Drag / Inertia Constants
Small: 50000, 50000, 50000 (anti-spin factor: 4)
Large: 500000000000000, 500000000000000, 500000000000000 (anti-spin factor: 8)
The drag constant is multiplied by the steering amount in the table above to work a value of steering_torque
The drag constant is divided by the antispin factor to work a value of rotation_inertia
Player-flown (te_ prefix) Large Capitals and Stations should have X-axis rotation_inertia use anti-spin of 500 and X-axis steering_torque divided by 8

Posted on: 2010/7/16 20:34
88 Flak for Freelancer
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Re: Offset requests - ship spinning & docking speed
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Quote:

StarTrader wrote:
No, this is very bad advice and will cause severe handling problems.

See this:http://forums.seriouszone.com/showthr ... 50-Tutorial-ship-handling


I read your tutorial. 10% of the angular drag is to much! It won't affect the ship! It will still spin around like a carusell.

Posted on: 2010/7/16 21:22
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Re: Offset requests - ship spinning & docking speed
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No.

If it's less than 10% you will get the wagging on autopilot.

If it's more than 20% the ship will spin like a top.

It is not perfect between these two values but a lot better.

The problem is also compounded by the inertia values in the sur file- I haven't investigated those to find the effect.

There is also an elasticity parameter in contents.ini that will affect collision rebounds, but again I've not done limit investigations on that either.

Don't forget the FL physics engine was not fine-tuned, it's unfinished. It was not tested with large ships because DA didn't put any in. Now we put in big ships we have hit these problems.

Maybe adoxa can find a tweak?

Posted on: 2010/7/17 0:33
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Re: Offset requests - ship spinning & docking speed
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Yes I know about that autopilot problem, but if you just put the first value of rotatin inertia to 1% of the first angular drag value it works good without fast spinning.
10% is to much!

Posted on: 2010/7/17 0:51
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Re: Offset requests - ship spinning & docking speed
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What do you mean, the 1st value (X) only?

And the others to what?

Posted on: 2010/7/17 1:21
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Re: Offset requests - ship spinning & docking speed
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The ship is just spinning around it's X-axis. So you just have to change the X-value of rotation_inertia to 1% of the angular_drag x-value.

Y and Z axis are not necessary to be changed.

Posted on: 2010/7/17 1:36
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Re: Offset requests - ship spinning & docking speed
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Gravedig

Time to rehash this. While the current patch method works, you really lose the the proper "capship" feel while turning (ie. huge massive hulking feeling while trying to get your ship to move). Has anyone looked into this any further?

Posted on: 2012/4/13 11:42

Edited by Sushi on 2012/5/1 21:09:08
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Re: Offset requests - ship spinning & docking speed
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Yeah, drives me nuts too. Adoxa. Wink. Wink.

Posted on: 2012/4/13 12:15
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Re: Offset requests - ship spinning & docking speed
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Bump

Posted on: 2012/5/1 21:08
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Re: Offset requests - ship spinning & docking speed
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Bump :P

Posted on: 2014/3/5 4:00
88 Flak for Freelancer
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Re: Offset requests - ship spinning & docking speed
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Wut, fox!?

Posted on: 2014/3/5 15:07
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Offset requests - ship spinning & docking speed
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Quote:

FriendlyFire wrote:
Wut, fox!?


!

Posted on: 2014/3/9 20:12
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Re: Offset requests - ship spinning & docking speed
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I have some vague memory that Argh solved this... But he gave all the ships totally different stats, so I wouldn't know if his solution could be implemented in just about every mod.

Besides, you would have to find his toolkit, version 1.2 iirc... In 1.3 he went over the top and had removed all light equipments because they caused bugs.

Anyway, the trick, iirc, was to make those ships incredibly heavy, and adjust all other stats to also keep them pilotable. But I was never really interested in that part of the game, so I don't remember much, and could even be wrong too.

He was a pioneer in many things, Argh... I still use [my adaption of] his xml based modding method.

Posted on: 2014/3/9 22:07
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Re: Offset requests - ship spinning & docking speed
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I thought kosacid fixed it (see SpinProtection).

Posted on: 2014/3/10 5:05
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