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ship stats, turn rate - Printable Version

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RE: ship stats, turn rate - Rodnas - 12-10-2012

Did you get any update on this Ursus?


RE: ship stats, turn rate - Ursus - 12-10-2012

I'll try again. It is definitely pitch (vertical), yaw (lateral), and roll (barrel-roll rotation), in that order. Rolling occurs at the beginning of a turn but it does not affect the pitch/yaw turn--you can set roll to zero or 180 and the pitch/yaw turning time will stay the same--and banking is just a balance knob on how much of the ship to expose during turns.


RE: ship stats, turn rate - Rodnas - 12-10-2012

So basically aside from banking....this doesn't do more than probably "rolling" (who ever assigns and or uses those buttons in combat or elsewhere??), making it a much much less important stat than the other two?
This would be really nice to know (+nice to know if the balance team knows what numbers it assigns Confused )


RE: ship stats, turn rate - Ursus - 12-10-2012

That's right, roll rate is just how quickly it will do barrel roll, or how quickly it will reach the max banking angle


RE: ship stats, turn rate - Rodnas - 12-10-2012

Hmm...now this gets really interesting for the balancing part(nothing to do with wiki stuff, so maybe new topic)...as ships clearly are "balanced" on rollery along the z axis....and if that stat is as useless as it seems right now...it also means that maybe(maybe!!) our balance team needs some update on their work procedures as well.

And obviously, one would have more interest in the banking angle then as bigger it gets the "broader" some shapes get(and the slimmer others)...this is going to be complicated^^


RE: ship stats, turn rate - Vyticoz - 08-01-2013

Hey, everyone. I'm new to wiki editing and one thing I have noticed is that the turning rate for some ships are out of date or incorrect. I was actually wanting to go through the wiki myself and update the maneuverability of the ships. So, my question is how do I translate the raw data from the shiparch.ini (where I'm assuming the correct data would be found) into the understandable data on the wiki.

I've been doing a bit of looking around and I found the stats for what I'm assuming is the Patriot since the hit points, bots/bats and cargo hold are the same. Also it uses the li_fighter.cmp which is the model for the Patriot/Liberator. So what I want to know now is how I turn this:
Code:
linear_drag = 1.000000

max_bank_angle = 35
camera_offset = 6, 22
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000

steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2

Into this:
Code:
Vertical Turn-Rate: 91.67 deg/sec (1.60 rad/sec)
Lateral Turn-Rate: 91.67 deg/sec (1.60 rad/sec)
Rolling Turn-Rate: 94.95 deg/sec (1.66 rad/sec)
Sensitivity: 8.57
Impulse Speed: 80 m/s
Max Thrust Speed: 200 m/s
Cruise Speed: 400 m/s
Reverse Speed: 16 m/s
Strafing Speed: 33 m/s

And I'm just wondering here if anyone knows how to do that so I can start updating the wiki on the ship stats.


RE: ship stats, turn rate - Rodnas - 08-01-2013

I think i can help:

you need:
x y z
steering_torque A B C
angular_drag D E F
rotation_inertia G H I


To get the turn speeds just divide the steering torque by the matching angular drag
so for the X-Axis A/D
For the turn acceleration divide A/G

for strafing:

Strafe acceleration: (strafe force - linear drag )/mass
Strafe top speed: strafe force/ linear drag

source for a read up - interpretation may vary but the core is pretty much right

Here is a google doc with all turn and strafe speeds and accelerations for current VHFs - but with the next mod version around the corner i would wait before editing the wiki...not sure how much work that is in any case


RE: ship stats, turn rate - belarusich - 08-01-2013

1. Take FLStat

2. Find there "Max Angular speed"

3. multiply by 57

4. Profit. May be.


RE: ship stats, turn rate - Rodnas - 08-01-2013

FL Stat only gives data for the X axis, it is only usefull to get the right code to search for in the shiparch.ini sadly Sad


RE: ship stats, turn rate - Ursus - 08-01-2013

I have a script that generates wiki pages from FL source files, but there are too many pages to manually edit and I dont have admin privs to do bulk uploads. I made all the updates months ago for an admin to upload, but nobody has done it. I'll make another batch when 4.87 comes out