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New Capital ship maneuvering ••••• (complete) Nakamura

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Post by Nakamura Thu Jul 18, 2013 12:11 am

Editing maneuvering behavior of capital ships so that they will face in the direction they are headed.

Results add a sparkle of realism. You may have encountered it in Complex Simple before.

This will basically not have any effect on gameplay in any way, however it will add to the atmosphere.

New Capital ship maneuvering ••••• (complete) Nakamura Ss01085


Last edited by Nakamura on Thu Jul 18, 2013 6:38 am; edited 1 time in total
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Post by Nakamura Thu Jul 18, 2013 5:00 am

And it's working.

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Post by Nakamura Thu Jul 18, 2013 6:39 am

Task complete. Applied to all frigates, capitals and platforms.
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Post by ALC Thu Jul 18, 2013 10:50 am

This is a good addition, has been lacking for a long time. Nice work.

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Post by Farcrada Tue Jul 30, 2013 1:54 am

I think it's good, yes, but I don't want my MS to go horizontal in a split second. That'd require SO much thrust power... It's unrealistic.

I agree that turning the ship is epic, yes. But it needs adjusting for bigger ships.
This is ridiculous. Bad imo.

It's unique, yes. But not like this.
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Post by Nakamura Tue Jul 30, 2013 2:24 am

It takes a long time for ships to turn. I merely added the ability to tilt in other directions, the thrust power is not unreal like in Complex Simple. Try the dropbox folder's stuff.
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Post by Farcrada Tue Jul 30, 2013 3:12 am

Just did... And... I still think it's fudged. https://youtu.be/oiIzlZTIEJo
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Post by Nakamura Tue Jul 30, 2013 6:41 am

90 seconds to fully turn in the direction? That should be fine. Most of your video was on fast forward. Obviously we might want to re-tweak the turning speeds of ships, considering that the speeds will increase with upgrades!
For now, let's keep testing, we still got weeks until our more important tasks get completed.
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Post by Farcrada Tue Jul 30, 2013 8:02 am

Not most of it. The first 13-14 seconds were. The rest wasn't. xD
Shows how fast/slow that is.
Also: I was stuck there 10 minutes because of clipping issues. That's why it's a bad idea to have it on 85 by a resource field. I'm not taking grudges on the speed the actual ship has turned around. I am, however, having a grudge against the fact that it falls to the horizontal line so fast but takes years to get back up. Look at the end. What's that?! Bs first class.

"D:\Homeworld2 Dropbox-game\Data\ship\hgn_mothership\hgn_mothership.ship

Line: 35: NewShipType.maxBankingAmount = 85"

It defines the turn towards horizontal AKA 90 degrees.
Other words: We need to find something to balance this out.
Set it to something like... Idk... 20 And it looks a LOT better. It's stupid how it turns anyway. It just doesn't have the thrusters nor main engines to support it doing such maneuvers.
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Post by Nakamura Wed Jul 31, 2013 7:08 am

Yeah 20 works really nice. Increased turning speed happens when the ship already has a significant turning speed AND gets a new order to move in a direction where the new acceleration will speed it up further. The problem is with that high setting, and your suggestion makes it considerably better. I'll apply it to all affected ships sometime.
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Post by IGBC Fri Aug 02, 2013 12:08 am

Sorry but this is wrong and needs to be undone, when I first saw it happen in game (before I came here I though it was a bug), the big ships shouldn't roll, there'd be no physical advantage to it. In space if you introduce a roll, there's no resistance to counter it,so you must stop your self. As the ships are not under a "lift" force, they are not vectoring that "lift" force to produce a tighter turn.

In short, It's unrealistic, and looks like the poilets are drunk
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Post by Farcrada Fri Aug 02, 2013 1:02 am

Why do I have a feeling that I've been saying somewhat the same?
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Post by IGBC Fri Aug 02, 2013 7:52 am

Apparently (After a chat with Naka) the drunkenness is unintended. The ships are only meant to point in the direction they are going, even when traveling up and down. I don't think that can be achieved, so I think this should undone, and then canceled
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Post by Nakamura Fri Aug 02, 2013 7:59 am

Check it now, it's working way better now. Ships move with a sense of direction finally.
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Post by IGBC Fri Aug 02, 2013 11:51 pm

yeah it's fine now
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Post by Nakamura Sat Aug 03, 2013 12:00 am

I believe i'll have to un-do this for frigates. It's impossible to micromanage a concave of frigates with this in place (you cannot pull damaged ones back - there is no way to make the move reversed).
This is a huge nerf to an already underused ship class.
I don't see any negative effects for capital ships, however.
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Post by ALC Sat Aug 03, 2013 3:11 am

Agree. Frigates definitely need to be micromanagable, if they are to be attractive at all as a ship class.

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Post by IGBC Sat Aug 03, 2013 3:12 am

I prefer to just to spam them forward as a wall for my caps to hid behind
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Post by Nakamura Sat Aug 03, 2013 5:18 am

They kinda lack the armor to be meat shields. Especially in frigate versus frigate scenarios you need to be able to save as many as possible - also if you pull one back that's being fired on, the enemy will have to close in, or re-target. Destroying this sort of micromanagement is not worth the eye candy.
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Post by Nakamura Sat Aug 03, 2013 11:27 pm

Edits are complete.
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