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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Implementing semi-real ship physics

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Implementing semi-real ship physics
Offline Linkus
08-13-2009, 01:42 AM,
#4
Member
Posts: 4,027
Threads: 155
Joined: Mar 2008

I would simply say no for this reason: Your targeting is completely put off.
An extreme example would be the Halo mod that was around a while ago. It had completely newtonian physics where you built up acceleration and drifted, for a very very long time. Fights consisted of jousting (Capitals did this) where you would speed past each other at huge velocities, firing wildly in their general direction for the 1 second that you were in range, before being flung past each other and then having to turn and repeat.

It was possibly the most retarded ship combat I have ever come across:P

A little drifting would not be this bad but in the end it would actually throw aiming off a good deal.





Facilitating the rise of robotics since 0 A.D.
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Messages In This Thread
Implementing semi-real ship physics - by Fletcher - 08-13-2009, 01:16 AM
Implementing semi-real ship physics - by reavengitair - 08-13-2009, 01:29 AM
Implementing semi-real ship physics - by Fletcher - 08-13-2009, 01:31 AM
Implementing semi-real ship physics - by Linkus - 08-13-2009, 01:42 AM
Implementing semi-real ship physics - by Elsdragon - 08-13-2009, 01:45 AM
Implementing semi-real ship physics - by P*Funk - 08-13-2009, 02:17 AM
Implementing semi-real ship physics - by lw'nafh - 08-13-2009, 02:23 AM
Implementing semi-real ship physics - by reavengitair - 08-13-2009, 02:24 AM
Implementing semi-real ship physics - by chovynz - 08-13-2009, 03:15 AM
Implementing semi-real ship physics - by darthbeck - 08-13-2009, 03:27 AM
Implementing semi-real ship physics - by NewOrder - 08-13-2009, 03:37 AM

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