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  Discovery Gaming Community The Community Freelancer Forum
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Ship Agility

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Ship Agility
Offline Zyreal
09-23-2006, 01:43 AM,
#1
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Posts: 63
Threads: 9
Joined: Sep 2006

To start off with, I'm at least moderately competent with modding the game, made my own ship, etc...

What values control Ship Agility, and what do they mean/do?

I've seen people refer to "turning circle" and a value of around 50-80, but I'm not sure where to find it.

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Offline DarkOddity
09-23-2006, 02:54 AM,
#2
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Posts: 931
Threads: 67
Joined: Aug 2006

Code:
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000

Ok here we go:

Torque: The amount of force exerted when steering the ship. The higher torque the better the response.

Drag: Higher the drag, the slower the response

Inertia: I'm not 100% sure of what effect this has in the Freelancer engine, but inertia really is how much force continues when you stop applying.. hard for me to explain but you can get a better def at www.dictionary.com

as for the three sets of numbers I believe they are pitch & yaw, not sure on the third number. Only thing I have ever messed with was the steering torque.

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Offline Kane
09-23-2006, 03:28 AM,
#3
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Posts: 1,232
Threads: 67
Joined: Aug 2005

Again, as has been stated by the Admin's several times;

DON'T USE THIS ON THE SERVER. EVER.

As I see it, you can mod it all you want, that's your right (Assuming you give proper credit, of course). However, that right ends as soon as you go online and start infringing uppon the right of others to have fun. Example; You modify the Raven Claw, easily one of the most dangerous and deadly fighters in the game, and give it the agility of a Starflyer or Slipstream. Sure, it would be the most kick-ass ship on the server, but you would also make the game not fun for anyone else. That is why the admin's are so touchy about modders, and also why you'll get banned if you use said mod on the server.

This is the real true story of rock and roll; it was not about anything more then, how to live your life, as a gangster, in sartorial splendor, and turning the world into a place where normality would never return again...- Malcolm McLaren
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Offline Hyperwave22
09-23-2006, 03:37 AM,
#4
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Posts: 583
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Joined: Jun 2006

I wouldn't be too worried, Kane. Zyrael, in a post a while back, said that he's trying to mod this just for single player. But, Zyrael, if you use it on the server, it's not fun for the rest of us, and you'll make the admins pretty mad. Due to your first post however, it doesn't look like you have an intentions of using it for multiplayer.



Hype

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A very big thanks to Dark Oddity who put my signature pic together
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Offline Zyreal
09-23-2006, 05:07 AM,
#5
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Posts: 63
Threads: 9
Joined: Sep 2006

As to avoid confusion and to ensure that I don't have to put a disclaimer before my post every time, I went ahead and made it my signature. =)

And if someday I decide to play multiplayer, rest assured that I will install a fresh copy of Discovery, as well as never modding the files, for my multiplayer experience. However, the chances are slim of me having the time to put into multiplayer.

And thanks DarkOddity, I had an inkling that those values controlled the various turning abilities of the ships, but wasn't sure if there was some other entries that managed handling. =)

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Offline DarkOddity
09-26-2006, 04:33 AM,
#6
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Posts: 931
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Joined: Aug 2006

Hehe, the fact that he plays singleplayer and his previous post is why I gave him an answer..

@Zy, did that help you? Or do you need a bit more assistance?

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Offline Zyreal
09-26-2006, 09:00 AM,
#7
Member
Posts: 63
Threads: 9
Joined: Sep 2006

Honestly, it didn't help too much. I was looking for more of how it translated to gameplay, not definitions.

I.E., does the steering_torque translate into only faster turning, or does it make it turn tighter? And so on...

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Offline Forsaken
12-18-2006, 03:47 PM, (This post was last modified: 12-18-2006, 03:49 PM by Forsaken.)
#8
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Posts: 50
Threads: 3
Joined: Dec 2006

I done alot of work trying to figure out exactly how the FL engine handles manuverablity. From the beginning I always thought mass effected how a ship handled (so shooting the middle wing off of the Eagle to reduce mass, actually done nothing).

This is a reason many mods have horrible manuverablity balance problems. They base thier manuverablity solution(s) off of Vanilla and Vanilla itself war horribly balanced as far as manuverablity goes. For instance, the Eagle is much more manuverable than many of the lightfighters in the game. -_-

Anyways, it all boils down to this...

Torque/Drag = Max Turning (radians/second)
Torque/Enertia = Angular Acceleration (time to max speed in spin)

They both coinside with eachother tho. Max turning relys on angular acceleration vice versa.

P.S. The Roll stats do not have much effect on ship turning. Keep this ratio about 58000 torque:1000 enertia.
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