Advice on physics files -1 reply

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loki_999

SOD off.....

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17th February 2005

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#1 9 years ago

Hi,

Went back to my own mod recently after playing FO a lot and was horrified how my ships were moving. Gone was the grace of FO ships replaced with whacky spinning movement on the spot and strange popping in and out of warp.

I now realize i need to make a lot of changes to my physics files and i know what the values do, but how best to combine the values to make good physics files for smooth flying is perhaps a bit of an art.

Does anyone have some good general guidelines on how to make physics so that the ships fly gracefully?




SFC3

HL2: Leak: Mod Fan/Geek

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15th May 2008

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#2 9 years ago

Thunderfoot knows alot about physics in A2. Ask him.




Warborg

Revenge was here.

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2nd August 2002

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#3 9 years ago

I played around with these files about a month ago, I'll show you an example of the sdestphys.odf file (both stock and what I did). I believe all destroyer class and cruiser class ships use it. I got it to about what I like. Taste may vary per user... but this will give you an idea.

Heres a stock example:

// How fast it accelerates forward, normal is 1 forwardAccel = 1; // How fast it decelerates, fraction of forwardAccel backwardAccel = 1;

// Maximum turn rate, normalized to 1 turnOmega = 1; // Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega // scales with turnOmega turnAlpha = 1;

// Maximum pitch rate, normalized to 1 pitchOmega = 1; // Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega pitchAlpha = 1;

// These do not scale with impulse speed

// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll rollCoupling = 2;

// How car-like this is. 0 means can't turn without moving, like a car. // 1 means turns fully even when still, more like a spaceship. turnOmegaFractionAtRest = .2; turnAlphaFractionAtRest = .2; pitchOmegaFractionAtRest = .2; pitchAlphaFractionAtRest = .2;

VS what I did:

// How fast it accelerates forward, normal is 1 forwardAccel = .3; // How fast it decelerates, fraction of forwardAccel backwardAccel = .1;

// Maximum turn rate, normalized to 1 turnOmega = .09; // Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega // scales with turnOmega turnAlpha = .09;

// Maximum pitch rate, normalized to 1 pitchOmega = .09; // Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega pitchAlpha = .09;

// These do not scale with impulse speed

// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll rollCoupling = 6.0;

// How car-like this is. 0 means can't turn without moving, like a car. // 1 means turns fully even when still, more like a spaceship. turnOmegaFractionAtRest = .09; turnAlphaFractionAtRest = .09; pitchOmegaFractionAtRest = .09; pitchAlphaFractionAtRest = .09;

I hope this helps...change the numbers slightly to match what you like. Then locate the other files for other ships and do the same(also keep in mind you can copy and make your own files to use on certain ships).




Freyr VIP Member

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6th February 2005

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#4 9 years ago
Does anyone have some good general guidelines on how to make physics so that the ships fly gracefully?

Yes.

  1. Download the Physics Project release
  2. Install the said Physics Project release
  3. Play with the said Physics Project release installed.



SFC3

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#5 9 years ago

Well, Maybe he wants to do it himself. It's called Learning.




Freyr VIP Member

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#6 9 years ago

Having played around with the physics file myself i've got a good idea of how long it would take to do the lot. Personally, I doubt anybody really wants to go editing all of the physics files for no specific purpose other than to get the ships to move properly when there is already a publicly released mod that will do the job for him.

Redeveloping all of the physics files because he didn't know they existed would be called duplication. =p




FallenGraces

To Each His Own

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18th October 2008

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#7 9 years ago

im forced to agree if it ain't broke don't fix it...but still to each his own




Guest

I didn't make it!

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#8 9 years ago

I have never played FleetOps. I cannot. None of my laptops will do so, no matter which version I try, and I transferred all of my games to my laptops to free up my desktop for my business-related applications. I had no idea it included a different set of physics until reading this thread. A2PP is my answer to making the ships move more realistically. I think I did an okay job with it. Apparently, a lot of other people who play A2 people think it is pretty good as well, judging by the downloads and the number of emails I get about it. However, to say it is the answer for A2 ship movement is incorrect, I think. Plenty of room around this Community for other people's interpretation of how A2 ships should move in my view.

Short version = Go for it. Looking forward to seeing what you come up with.




Warborg

Revenge was here.

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#9 9 years ago
Freyr;4931695Having played around with the physics file myself i've got a good idea of how long it would take to do the lot. Personally, I doubt anybody really wants to go editing all of the physics files for no specific purpose other than to get the ships to move properly when there is already a publicly released mod that will do the job for him.

I didn't have too many problems doing mine myself. Once I found a number for cruiser/destroyer classes I like, I went in and set the rest the same and increased/decreased if they didn't look right. Such as a scout making a huge turn is not needed so I made the turn space smaller.