![]() |
|
<FOMD> Freelancer of my dreams. Work in progress (permanently). - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: <FOMD> Freelancer of my dreams. Work in progress (permanently). (/showthread.php?tid=81888) |
RE: Real (less or more) scaled planets - Hone - 05-14-2014 Ah the days ryoken and ursus... RE: Real (less or more) scaled planets - SMGSterlin - 05-14-2014 No doubt planets need to be bigger, and that it would make space a bit more interesting and fun, but our dev team is pretty small these days. The amount of work it would take to rescale the systems is simply not possible for our dev team to do, at least not very quickly.. RE: Real (less or more) scaled planets - Gaz83 - 05-14-2014 Would need to rescale all the systems. RE: Real (less or more) scaled planets - Swallow - 05-14-2014 Spent whole day toying around. Scaled up star, Got rid of the starsphere (suddenly, dark and lonely, feels like space! For refrence, see Omicron Lost), now playing with ship inertia, mass and thrust. To say: getting rid of drag parameters makes it look pretty realistic, but turning becomes hardcore, as there is no "kill rotation" feature like in Orbiter. I am also thinking about changing the way the ship moves, the constant speed with engines on is not actually a good thing, so I am thinking to ake handling more related on short thruster shots and strafe. RE: Real (less or more) scaled planets - Swallow - 05-14-2014 Also, reworking the way ship moves will drag new ways of combat and different from classical FL weapons. When I'll be having something relatively complete - I will pack this into a small demo-mod, to show what would I come up to. RE: Freelancer the way I want it to be. Work in progress. - Swallow - 05-15-2014 ![]() ![]() ![]()
RE: Freelancer the way I want it to be. Work in progress. - Scumbag - 05-15-2014 (05-14-2014, 10:07 PM)Swallow Wrote: Also, reworking the way ship moves will drag new ways of combat and different from classical FL weapons. Try using the values from the beta release of freelancer. They are much better in my opinion. The fact that strafing uses thruster capacity is the best thing. Fairly easy to mod too. RE: Freelancer the way I want it to be. Work in progress. - Backo - 05-15-2014 Since we're on the topic of HUGE™ I wanna mention that Justin once showed me a system that was essentially a huge planet and you flew in it's upper atmosphere. Basicly half the navmap is 1/4 the planet, the atmosphere is like a nebula and you fly around there looking at the huge planet below you. Then you take a jumphole thingy to exit the atmosphere. What you're making looks seriously cool, keep up the good work! I really like how stations now look realistically big. Did you scale the suns too? RE: Freelancer the way I want it to be. Work in progress. - Swallow - 05-15-2014 (05-15-2014, 12:50 PM)Bloodl1ke Wrote: Since we're on the topic of HUGE™ I wanna mention that Justin once showed me a system that was essentially a huge planet and you flew in it's upper atmosphere. Basicly half the navmap is 1/4 the planet, the atmosphere is like a nebula and you fly around there looking at the huge planet below you. Then you take a jumphole thingy to exit the atmosphere.Yes. Also - one thing crossd my ming, and it is: planetary bases. If we turn autolevel (ship won't be trying to level itself after the ecliptic plane, see options>controls) by default, and go for 60~ k plantes (Custom mesh? Why not), we might go for something like... Like Evochron has. Another idea: using nebulae to generate vegetation (no idea how, so far.) RE: Freelancer the way I want it to be. Work in progress. - Swallow - 05-15-2014 Custom .3db planet model (rough, was a quick made, using my Orbiter texture and simple sphere) with radius of 60k, with collision detection. Some toying with .exe hack to enable permament dynamic light source (credits to Starport). ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|