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Anyone else think the planets seem kinda small?

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

Post Mon Mar 03, 2003 4:52 pm

Mole, the strange thing is that the planets -themselves- actually havnt been shrunk so much as you would expect. After digging around the solararch.ini file, it would seem that the scale is really off because the size of the sun for the systems, the spacing of the planets, as well as the size of the ships is really what throws the scale off.

Dont get me wrong, I've been playing the game solid since File Planet had the demo available for it's subscribers... and love the game. But it appears that the average planet has a radius of between 1500 and 4000 miles. While indeed this is smaller than say... earth... r ~ 8000 miles, its the size and spacing of the ships and the sun (especially when you can see the pilot compared to the scale of the other solar objects) that makes the planets seem a bit off. Until the release of the game tomorrow, I'm stuck with modding the demo, but I'm going to try and chang the scale of one of the ships/planets to get an idea of what it might look like with a planet to scale.

Should be different for those who are interested.



-End of Line-

Post Mon Mar 03, 2003 4:52 pm

Having a realistic scale doesn't have to mean a slower paced game. Just adjust the max velocity of the ships. Trade lanes could still drop you off right next to a space station so that you could trade/whatever.

Realistically scaled planets with orbiting space stations was implemented in Frontier, which was released in 1993. There were about 100 billion planets in the Frontier universe. These were generated according to some formula (same every time) and while almost 100.0% of them contained absolutely nothing, this was accomplished 10 years ago in assembler by one person.

Frontier had a much slower pace than FL, my point is that by creating non realistic propulsion systems, this can be avoided while still being able to enjoy a "real scale" universe, if this is something you like.

Post Mon Mar 03, 2003 4:53 pm

By "we", you mean board veterans?

Perhaps you did, perhaps you didn't but that's irrelevant. New members, and there are a growing host of them, may just want to discuss issues you've previously discussed too, not trusting that the Elders, in their wisdom, have uttered every last word on a topic.

This is going to happen a lot once FL is out, so vets need to just relax and either take part in or ignore repeated threads, IMHO.

Post Mon Mar 03, 2003 4:55 pm

"It would not necessarily take any longer. They could have simply increased the lane-speed to compensate for the larger distances.

Make the planets larger, distances longer and increase the speed of the lanes accordingly so it still takes the same time to travell a certain lane."

That's where the capabilites of the engine itself become a factor, in order to do that the developers would need to create LOTS of maps and the loading time could be significant. Besides there's just not enough development resources to create such a universe. it took them 4 years just to create this one.

Edited by - foolhardy on 03-03-2003 17:01:28

Post Mon Mar 03, 2003 5:06 pm

Why would it take more development resources? They'd just have to move stuff around and make things bigger(its very easy to scale a 3d object), not create any new content or code. It was simply a design decision to make it the way it is.

-Stregone

Post Mon Mar 03, 2003 6:34 pm


Try i-war 2, there is a demo for it. The planets and distances are to proportion as far as I can tell (the map even shows the orbits of the planets around the sun(s) and orbits of moons around planets, though they don't actualy move).

If that is important to you, you should give Starshatter a try - the planets and moons are realistically scaled and all orbit and rotate on their axes in real time. Even the ships and space stations are in orbit around the nearest planet or moon.

Regarding increasing the size of the solar systems in Freelancer: what would be the point? If you increase the speed of the ships to keep travel times similar (by the way, this would mean that the tradelanes and cruise engines would all be faster than light), space would "feel" just as small as it does right now. It would look a little bigger, because distant planets would appear as tiny dots of light, but I doubt the payoff would be worth the effort. Freelancer is just not that kind of game.

--milo
www.starshatter.com

Post Mon Mar 03, 2003 7:00 pm

I'll have to check that out

I beg to differ. It would definitly feel much more expansive if a nearby planet wasn't twice (actualy probably alot more) the size of a full moon. On a good day you can see mars with the naked eye, but its still a freakin' dot. Also, when you rush up to a planet in a trade lane it would keep getting bigger! And when you are sitting there in 'orbit' you will completely and utterly dwarfed by it.

Anyways, I was replying to the person who said freelancer ahd the most accurate proportions and etc. Which is not true at all

-Stregone

Post Mon Mar 03, 2003 8:12 pm


I beg to differ. It would definitly feel much more expansive if a nearby planet wasn't twice (actualy probably alot more) the size of a full moon. On a good day you can see mars with the naked eye, but its still a freakin' dot.

Even with a good telescope, it's not much more than a dot. Saturn and Jupiter are large enough that you can make out some surface detail with a backyard telescope on a dark, clear night. But Mars and Venus are just tiny pinkish disks.


Also, when you rush up to a planet in a trade lane it would keep getting bigger! And when you are sitting there in 'orbit' you will completely and utterly dwarfed by it.

Only if there is sufficient graphical detail in the texture maps. There are two main cues that your brain uses to gauge size in a simulation, surface detail and relative motion (parallax). PC graphics cards have limited texture memory, so Freelancer keeps you far enough away from the planets so that you don't notice the individual texels in the texture maps. Otherwise, you would see something like this: http://www.3000ad.com/pics/bcm/photo299.jpg which isn't really a convincing representation of enormous size.

The other main visual cue for size is relative motion. If the tradelanes and cruise engines are scaled up so that travel times remain similar, you will still be able to scoot around a planet in a minute or two, and the planets will still feel smallish. The tradelanes would really look kind of weird. For 99% of the trip, the destination would be a tiny dot. Then in the last couple of seconds, the planet would rapidly expand to fill the display (sort of like the superfast motion you see in Star Wars movies when ships come out of hyperspace).


Anyways, I was replying to the person who said freelancer ahd the most accurate proportions and etc. Which is not true at all.

Of course. No argument there.

--milo
www.starshatter.com

Post Mon Mar 03, 2003 8:17 pm

Amen to what have been said... Freelancer is a game, a SciFi game!

For more parts to this discussion head to Erasers link!

*CLICK*



Best Regards
Christian "Bargib" Koerner
Editor in Chief, The Lancers Reactor

Post Mon Mar 03, 2003 8:40 pm

Thats a pretty old game. Look at something newer like i-war 2. here's some screenies I happened to have collecting dust on my HD.

semi upclose to a planet, pretty good texture:
Click here

Center of a multistar system, I beleive a trinary, with a gas giant in the foreground(pretty distant still).
Click here

And a good ol' yellow sun, pretty close up
Click here

In i-war, while you are LDS'ing to a distant place you see the sun(s) creep by, and if you happen to pass near any planets they zip by, and when you get to your destination it does pretty much just pop out of nowhere, but thats what it would look like approaching a planet at FTL speeds. But it all gives a feeling of massiveness and it doesn't have any ill effects like you describe. It was done in i-war 2 and it works very well, if you ask me.

-Stregone

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