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Mod idea. Newtonian physics.

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Fri Jun 06, 2003 5:49 pm

Mod idea. Newtonian physics.

I think it would be cool if there was a way to basically have the engine-kill feature switched on full time. This would mean making the engines work more like the afterburner does during engine-kill. Instead of having constant power being applied, you would give a short burst to start moving in a desired direction, and use additional bursts to slow or change direction. The basic idea is to make a mod where flight physics are more realistic to what would actually be seen in space.

Currently the afterburner can do this, and it might be as simple as removing the engines from each ship. I think a better way to go would have the engines provide low thrust for finer maneuvering, since the AB is a none-so-subtle burst of speed. How the AI would cope with the new flight dynamics is beyond my ken.

Edited by - Ether Dragon on 06-06-2003 18:49:13

Post Fri Jun 06, 2003 7:22 pm

Slight problem with that, if you wanted to do that, most likely you'd have to take in consideration the affect of gravity from the planets.

Post Fri Jun 06, 2003 7:37 pm

They programed planet gravity into the game? I never noticed.

Post Fri Jun 06, 2003 7:43 pm

A couple times I've had my engins shut off near a planet with my thrust showing at 0 and drifted into the atmosphere. Don't know that it's a regular occurance though.

Post Fri Jun 06, 2003 8:26 pm

I'm not suggesting that the mod go all the way in this regard, only that it try to make things a little more realistic. If they could add the effect of gravity, more power to them. Given the lack of directional thrusters and decent cockpit views, too much realism would make the idea very frustrating.

Post Sat Jun 07, 2003 7:09 am

Yeah, you would constantely need to reorient your ship and hit the afterburners or fire the engines quick just to change direction.

If it could be set up so that there are manuevering jets on all six sides of the ship that could be fired with seperate buttons it'd be great. But I don't think it's possible.

Edited by - bri_dog on 07-06-2003 08:09:40

Edited by - bri_dog on 07-06-2003 08:10:33

Post Sat Jun 07, 2003 8:15 am

yeah i've shut off my engines next to a planet while looking for a target or something and i entered the atmosphere. Got out of there quickly. But i wonder what would happen if you go too far into the atmosphere. Maybe i should find out

Post Sat Jun 07, 2003 1:55 pm

if you want to see newtonian physics in action, try the freeware game "orbiter". The physics in that game are 100% scientfically based. Putting those physics in FLwould make it so difficult and frustrating it would not be worth it. shows you why its so hard to be a military helicopter pilot, let alone an astronaut...

Post Sat Jun 07, 2003 4:21 pm

If you want a realistic flight engine, check out Jumpgate.

Post Sat Jun 07, 2003 11:32 pm

jumpgate is a pay to play game.. and i hate pay to play games.

Post Sun Jun 08, 2003 6:52 pm

hmmm...Thats strange. I didn't get my Freelancer game for free. Jumpgate is only 10 dollars a month. Spend the same money on it that you did Freelancer and you'll get 4 or 5 months. By then you'll be addicted. Its got an unbeatable flight engine and the comunity is great. The graphics arnt the best and the game is a little hard on noobs but once you get used to it, you'll never stop playing.

Post Sun Jun 08, 2003 10:12 pm

They have their special program called the comission pilot program where it puts you to a level and ship(called the fighter) where it qualifies where you can at least pvp, it cost like $20. I do agree the game system there got alot tougher for the noobs after the episode 2 patch arrived, which it takes more than a month to get up to a fighter if you have some space time.

If you wanna PvP, better watch out, every single of them uses a tactic called the tight circle fighting and they can easly go right behind you and nail you like that. You'll be nailed if you fly strait head on with another player opponet using ammo weapons..

the only bottom line about this game is that the players from different locations are seperated by servers(mighty games for europeans only) and (netdevil for americans and others counties only). so its very difficult for a regular who hang out here on this community who lives in europe to play on the US server. If there was at least an English server and a German server, we get a winner.

Post Sun Jun 08, 2003 11:00 pm

Planetary gravity? I don't think so guys. I regularly park my Sabre just behind docking rings, inside of the planet atmosphere. If the gravity was programmed into the game, I certainly would not be able to do with for long periods of time as I have.

Post Mon Jun 09, 2003 4:58 pm

I've played Jumpgate. It does have physics similar to what I'm thinking about for Freelancer. Note that Jumpgate probably doesn't have any more maneuvering thrusters than Freelancer has now. The fastest way to slow down in that game is to turn around and thrust in the opposite direction. Jumpgate, however, does not offer true Newtonian physics (unless things have changed since last I played.) Specifically, you automatically slow down over time unless you keep your engines pushing you.

If you want to see a much more realistic model, play Independence War 1 or 2.

Post Mon Jun 09, 2003 8:07 pm

Freelancer physics are right. Kill engines and use afterburners if ya want to. Its all there once you learn how to set up your ship. BTW the ships slow down over time because they are constantly hitting particulate matter. Ever notice clouds slow you much faster?

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