Understanding Physics Files -1 reply

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Datarock VIP Member

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#1 11 years ago

Right, as i may be doing the Physics for ZH, i thought i would get myself some basic knowledge of the file contents. Now im going to post an ODF physics file and highlight the bits which i dont understand. // Smooth Physics Parameters for the Battleship // [COLOR=Red]physics = "smooth" - Im not quite sure what this part means?[/COLOR] [COLOR=SeaGreen] [/COLOR][COLOR=SeaGreen]// Ship's full throttle forward speed when under impluse power. combatSpeed = 60 impulseSpeed = 70 warpSpeed = 500 - This bit i understand fully.[/COLOR]

[COLOR=Red]// When we're moving, if we're closer to our goal point than // this, don't try to circle around and hit it. Just stay where // you are. This is usually 50, tooCloseToTurn = 50; - This one i think i know what it means, but im still not too sure.[/COLOR]

[COLOR=Red]// When path following, we follow a point on our path that's // this far in front of us. This is usually 150 pathLeadDistance = 500; - I have no idea what this part does.[/COLOR]

[COLOR=SeaGreen]// // Smooth Physics Parameters //

// These parameters all scale with impulse speed, // so that faster ships more or less do everything // faster. If that's too irritating we can change it.

// How fast it accelerates forward, normal is 1 forwardAccel = 0.9; // How fast it decelerates, fraction of forwardAccel backwardAccel = 0.1; - All of this i know.[/COLOR]

[COLOR=Red]// Maximum turn rate, normalized to 1 turnOmega = .4; // Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega // scales with turnOmega turnAlpha = .15;

// Maximum pitch rate, normalized to 1 pitchOmega = .4; // Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega pitchAlpha = .15; - This part seems a bit tricky to understand. [/COLOR]

[COLOR=SeaGreen]// These do not scale with impulse speed

// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll rollCoupling = 5.0; - Easy to understand[/COLOR]

[COLOR=Red]// 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 = .01; turnAlphaFractionAtRest = .00025; pitchOmegaFractionAtRest = .01; pitchAlphaFractionAtRest = .00025; - Now this looks quite tricky too.[/COLOR]

[COLOR=SeaGreen]// Most ships return to pitch = 0 degrees. Pitch Default is the pitch // to return to in degrees upward, and speed is how fast it does so. // zero or negative speed means to stay at your last pitch. pitchDefault = 0; pitchDefaultSpeed = 1; - It already explains what this does in the description.[/COLOR]

[COLOR=Red]// Determines how to dampen the turning rate once it's close to it's target. // 1 means to square it, to make it even more dampened. turnControlSquared = 1; // this is the angle in degrees to make it stop damping turnControlAngle = 30; forwardControlDistance = 100; - Nope, help needed on this part although it does look easier to configure than some of the file.[/COLOR]

[COLOR=SeaGreen] // Combat mode file combatPhysicsFile = "rwarbirdcombat.odf" - I know what this does.[/COLOR]

So as you can guess, anything that is colored in red means i dont quite understand it and i would like to have a heads up on what it does. Anything in green is fully understandable.:)

All help appreciated.:)




Flash525

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#2 11 years ago

Nice to see you getting an early start here :) - As I've said on MSN, the physics on Armada 2.5 were changed considerably, thus they may benefit from taking a peak at. You / We can them compare them to the stock ones, and create a work-around.




Datarock VIP Member

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#3 11 years ago
SupaStarAsh;3511801Nice to see you getting an early start here :) - As I've said on MSN, the physics on Armada 2.5 were changed considerably, thus they may benefit from taking a peak at. You / We can them compare them to the stock ones, and create a work-around.

Well when i have some spare time, (and a decent Internet connection), i will download it and take a peek at it.




Flash525

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#4 11 years ago

Or... I could just send them to you via MSN? :p




Datarock VIP Member

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#5 11 years ago
SupaStarAsh;3511893Or... I could just send them to you via MSN? :p

That would be an easier solution.;)




Cpt.BenSisko

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#6 11 years ago

Hopefully I've taken care of all of your problems...let me know if you have anymore Gavin




Datarock VIP Member

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#7 11 years ago

Yes, you have been a great help. Just for the record, i was talking to Cpt.BenSisko over MSN about it. I will post here if i have anymore problems or questions.:)




Majestic-MSFC

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#8 11 years ago

Its all described in the BBOM Gavin. ;)




Datarock VIP Member

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#9 11 years ago
Majest;3512748Its all described in the BBOM Gavin. ;)

Oh yeah, i forgot about that. Its not needed now anyway. :p




peanutbutter

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#10 11 years ago

Anyone found a solution to the sudden jerking of ship's in A2 while stationary.. they face upward and start shaking.. ? Its very annoying, all ship's in A2 have this problem bar the borg vessel's, so i was wondering if anyone has tried to solve this. I believe this has something to do with the physics file, or it could just be another A2 engine bug.




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