OK... here are my results, after a complete reinstall, clean installation of SDK 1.3, and setting up the experiments again:
1. If
all I play with is the mass of the ship... then mass actually behaves as people have previously described. Doh! I seem to have made a serious error myself here somewhere, while setting up my experiments. Mass can have a predictable effect on straight-line and multivector acceleration. I stand corrected
But as FJord pointed out... equipment mass doesn't seem to be taken into account. Which is what I was testing all this for in the first place, btw... I wanted to see why the Mass of ammunition didn't seem to affect flight models... I was originally going to make ammo loadouts an important part of flight characteristics... and now I can't do that
2. However... if one reduces the mass of the ships to zero, one can observe the same effects on manuever as described in my article. Which may seem like a buggy/artificial way to do things... and does produce some weird side-effects... but at least I've learned a few useful things about the way that FL actually handles things.
3. And if one keeps the mass low (i.e., near the levels of the Freelancer fighters) one sees the scaling effects of Linear_Drag and Max_Force quite clearly. That is why so many of the fighters in the original game differ by as much as 175% in terms of those stats... even with fighters whose mass differs by less. Linear_Drag (on the engine, not the ship) seems to play a unique role in the flight behaviors of FL ships. If you try my first experiments with Linear_Drag and Max_Force and a ship Mass of 100... then you will see the odd behaviors for Nudge, Strafe, "looseness" and "tightness" of turning behaviors.
4. Setting the Linear_Drag of a ship higher than 1.0 can produce some very odd flight effects. I have not tried setting a smaller number yet... but I have a feeling that this variable was set this way on every ship in the game for a good reason.
CONCLUSION:
1. I made a mistake here, myself. Dunno where... dunno why. But I'm sorry that I implied that Mass didn't do anything, and that the original authors were wrong. They were right.
2. I have learned some very useful things about how to simulate more realistic flight behaviors (for whatever "realistic" is) in my mod, because of the exploration of the weird scalar relationship between Linear_Drag and Max_Thrust in engine files. If you're working with a ship Mass of 100, then everything still applies. The trick there seems to be that lowering both values will produce much more "drifting" behaviors, which can be attributed to Mass doing what it's supposed to be, against lesser resistance from Linear_Drag, which controls so much of FL ship behavior. So Mass is acting here, as well... but I finally figured out how to get slow acceleration curves out of low-Mass objects (and I'm pretty sure the same relationships will apply at the same scales for higher-scale objects.
3. Learning just how much Linear_Drag seems to affect has been pretty useful to me... it may or may not be useful to anybody else. I'm trying to (roughly and crudely) simulate aircraft flight characteristics, so I've been trying to figure out how to get turning/banking behaviors to have the same look-and-feel that you see in aircraft, as opposed to the tight turns of a typical FL ship. The big challenge is going to be seeing whether my ships can dock after messing with this. FL's docking AI just doesn't handle ships whose Mass isn't being quickly canceled out by Linear_Drag very well at all...
Edited by - Argh on 10/19/2004 11:14:26 AM
Edited by - Argh on 10/19/2004 11:14:44 AM
Edited by - Argh on 10/19/2004 11:15:02 AM