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What rotational intertia won''t do... I guess.

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Post Sat Sep 06, 2003 10:49 pm

What rotational intertia won''t do... I guess.

Maybe, I've missed it--but I don't think this has been discussed, or I missed it.

Over at KP, we have capitals modded in of course (doesn't everyone?), but I can't crack the problem wherein a random ship collides with the battleship/whatever and sends it spinning like a top. Amazingly, the rotational inertia parameter appears to do precisely diddly squat. Is this another beautiful hard-coded NPC-factor?

Post Sun Sep 07, 2003 1:34 am

im sorry u changed ur question to a different 1 half way thru.
(i dont get wat u r saying)

May the force be with you, for me, to poop on.

Post Sun Sep 07, 2003 1:55 am

Mirage, i have had that problem, but it isn't happening anymore.Didn't change anything though, so maybe stuff just doesn't live long enough to ram into me. Wanderer is the best person for this i think, you should get a quick reply in the leonhart vs Wanders thread
(did you lower the ships mass or something as well - i can't remember what caused me the spinning, ithasn't happened for ages!)
Oh - do you get the 'hit off something and bounce a mile' problem as well - then again - either my flying has improved, but that aint happened for a while either........

Post Sun Sep 07, 2003 2:51 am

Well things aren't allwaysd as they should be in FL...

steering force: how much power the ship puts into changing yaw, pitch and roll

drag: how hard it is to change the ships yaw, pitch and roll

inertia: how much inertia the ship builds up when rotated on an axis (yaw, pitch and roll).

So, insanely high inertia ratings won't help, they just make it so when you do turn the ship it'll keep turning when you don't want it to anymore. This will actually make the problem worse as once you start spinning wildly it takes longer to stop it. Increasing the drag, on the other hand, will help somewhat allthough there will still be times when the ship spins. Just make sure you adjust the steering force to compensate for the higher drag. You should also adjust the inertia and the engines linear drag and power as well to keep the ship performing the same with the increased drag and steering power. A good simple method is to multiply the following values by 100 on the ship: steering force, drag, inertia, nudge force, straffe force and mass. And, do the same for the ship's engine's linear drag and force.

Post Sun Sep 07, 2003 3:16 am

Victor: Thanks for your reply. I agree, and these are the kinds of things I've already done to sort of "help"... but unless I misunderstood my physics classes, shouldn't higher rotational inertia also be what prevents smaller ships from spinning the capital? Just a sanity check here--I realize FL may not be coded for 'real physics' (would be no real surprise, just confirmation of irratation)

Post Sun Sep 07, 2003 5:26 am

I just added a few zeroes to everything to fix the problem. Except for the nudge_force that is. Set that too high and explosions (like those found in minefields) and/or docking rings will send you flying randomly in some direction for a mile or so. This may even happen when you're cruising toward something, like a waypoint or a target. As I understand it, nudge_force is the force that the autopilot applies to your ship, say, like when you're ship is adjusting itself to go through the docking ring of a planet. Anyway, what I meant to say was, whatever the handling is for your ship, I recommend just tacking on about three or four zeroes to each value, not just inertia. Worked for me.

Post Sun Sep 07, 2003 7:18 am

A good capital ship setting goes something like this:
mass = 100000.000000
steering_torque = 630000000, 630000000, 630000000 <-- adjust to fit agility
angular_drag = 6400000000, 6400000000, 6400000000
rotation_inertia = 1600000000, 3200000000, 3200000000
nudge_force = 3000000.000000
strafe_force = 3000000

Enjoy.

Post Sun Sep 07, 2003 9:08 am

I just wanted to start the same topic as i bumped into it...

I have also the same problems, Battleships start spinning when rammed by a strflyer. they should stand like a wall in these cases.
wanderer, i tried ur settings, it comes to a halt very fast after spinning, but how can i prevent that it even starts?
simply adding a few 000-s to everything didn't help.

also a weird thing is that this doesn't happen to NPC battleships, like in the SP campaign.

...time passes...note to self: don't post and mod at the same time...

ok, here are the settings for a battleship that stands like a wall when rammed:
mass = 100000.000000
steering_torque = 20000000000, 20000000000, 20000000000
angular_drag = 640000000000, 640000000000, 640000000000
rotation_inertia = 1600000000, 3200000000, 3200000000
nudge_force = 3000000.000000
strafe_force = 3000000

wanderer, i used urs as a template and modified only steering_torque and angular_drag.
the "low" rotation inertia prevents it from spinning, so u won't notice it.

tnx for the hlp guys!

Post Tue Sep 09, 2003 12:11 pm

Rotation inertia determines how much you spin when started and angular drag is how quickly it stops.

Post Thu Oct 02, 2003 3:54 am

This looks helpful I'll try it out for sure. I'm disappointed that the rotational inertia doesn't also prevent spinning from starting--quite frankly I'm 99.997% sure it should have.

Post Thu Oct 02, 2003 4:13 am

try making the mass = 1M

Post Thu Oct 02, 2003 4:17 am

Nice, this definately did the job. So I guess the idea is

*Rotational Inertia is only implimented as "an object in motion (rotation) stays in motion", however "an object at rest goes wherever the hell it wants to".

counteract with:

*Low Rotational Inertia
*High Angular Drag

Interesting. Thank you all.

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