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Newtonian Physics

The general place to discuss MOD''ing Freelancer!

Post Thu May 15, 2003 4:46 am

Man, I would really LOVE to see someone make a mod that uses proper Newtonian Physics. I absolutley love freelancer, but the physics in it has always annoyed me. I'm no good at modding myself (have tried before... and failed. I suspect I just don't have what it takes... ) but I'd love to be able to play it with correct physics.

The Space Raven

Post Thu May 15, 2003 4:54 am

No you wouldn't. Microprose (for all you older guys who remember them) once made a space sim game that used proper newtonian physics. It was unplayable and just about put them out of business. As a matter of fact, I think it did. You would have to correct your course every time you wanted to make a run at an an enemy. You would have to recorrect if they changed course. It would take forever just to line up one shot!

Thank You. Glock 36. Asset Recovery R US

Ut

Post Thu May 15, 2003 4:15 pm

I actually tried that with the Patriot. It's the most irritating thing EVER. If you up the mass and remove the drag, then you can go as fast as your constants.ini will allow, given time. But to slow down, it takes the same amount of time. It also makes turning absolutely impossible. Sure, you can look at what you're flying to, but to get there you first have to go full throtle in the opposite direction that you're travelling, come to a stop, turn, accel., decel, etc. I mean, forget about fighting, it's total hell just to get from point A to point B!

Post Fri May 23, 2003 6:53 pm

I did extensive mods with engines
I have removed them because the game because VERY unbalanced
But I am working on some new ones

Anyway might I suggest you check this out?

http://www.msensei.com/freelancer/engines.html



-----
MSensei
Please visit my freelancer server. http://www.msensei.com/freelancer/

Ut

Post Fri May 23, 2003 8:01 pm

I was reading the thread on your forums, MSensei, about the troubles you were having with the Train engine swapping. It seemed kind of old, so I decided not to bump it, but I thought of a solution to that problem, and other engine balance issues.

The easiest way to balance the engines between BIG ships and little ships is by use of the linear drag. If you give the large ship hulls a linear drag of 599, and the small ship engines a drag of 599, then the ship should travel around rather slowly. Alternatively, if you put a big ship engine in a small ship (each of which should have a linear drag of 1), the ship should rocket across the sky, but be uncontrollable.

Also, if you increase the mass of the ships they then require more powerful engines to accelerate, and take longer to decelerate. I honestly think the major issues with unrealistic ship handling deals with mass, not drag. Since ideally every ships top speed would be ~c, acceleration should be the overall balance of the game. Since there are no manouvering thrusters in the game, the drag is required to navigate, but that doesn't affect acceleration much.

Also, your server r0xz0rz.

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