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Nudge Force

The general place to discuss MOD''ing Freelancer!

Post Thu Sep 20, 2007 8:25 am

Nudge Force

What does "nudge_force = XXXXX" have to do with ship collisions?

Is there a coorelation between the amount of nudge force a small ship has with how it might cause a larger ship to spin out of control?

This is one aspect I'm looking into that might correct a problem with ship to ship collisions, especially between small mass fighters (who seem to enjoy ramming) and large mass freighters and capital ships (that catch the brunt of this abuse)

For an experiment, I've adjusted the nudge force of all the ships to be equal with their respective mass. So, I've yet to test this out to see wether or not this will correct the collision problems.

If anyone has already tried this, I would appreciate your feedback regarding it.

Post Thu Sep 20, 2007 9:07 am

why not just test it then post here with your findings

Universal Modding Forums

Post Thu Sep 20, 2007 9:16 am

The nudge force is the amount of force that is applied to the ship to avoid obstacles when it's in autopilot, e.g. cruise.

So you are right, it should be big enough to move its ship in those circumstances. I have adjusted it in my files and can avoid more obstacles in the big ships.

Think of it as strafe force which is manual sideways movement force.

For your problem, have you seen this topic?

Big ships spinning and bouncing on collisions

It makes collision reaction a lot better. You need to adjust the torq, drag and inertia for all your ships for it to work. NPCs will still enter big ships and make them spin around like crazy for a few seconds until they exit, but they won't shoot off at high speed like they do in unbalanced FL.

There are inertia settings in the SUR files too but even after changing them dramatically they didn't seem to affect anything in my own tests.

Cheers pal.

Roleplay: - the art of self-deceipt!

Post Thu Sep 20, 2007 12:33 pm

Well that last experiment was just about as useful as having an extra head.
I scraped the file and restored the original.

Excuse me while I go get drunk and pull what's left of my friggin hear out.
God...I HATE---HATE---HATE this. The blasted thing was steady as a rock in OSP, but if you use the same stupid settings in MP...they're WORTHLESS.

Post Fri Sep 21, 2007 4:00 pm

Some time back, somebody posted some hard code figures (as a suggestion) to try out. It had something to do with mass, linear drag, etc, etc.

If someone can repost that or a link to the subject, I'd appreciate it.
I'm experimenting with different values in this effort to stop this madness.

I don't know, but a possible last resort would be to find a way to make small ships take a lot of damage when colliding with larger ships. Although, it still might not correct this out of control spinning problem (on the Z axis by the way)

Even a simple Starflyer can run into a supermassive ship and cause it to spin madly at least two or three orbits.

Here is two samples of such an incident between an Outcast Stilleto and the D1954X super gas transport. (the mass figures)

D1954X:

mass = 100000.000000
linear_drag = 1.000000
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000.000000
---------------------------------------------------------
Outcast Stilleto

mass = 100.000000
angular_drag = 1.000000
steering_torque = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 3250.000000


Now, is there something I could be obviously missing here?

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