Ships acceleration is wrong. #1288
Replies: 4 comments 4 replies
yes, we really should be reporting speed in meters per second (scaled accordingly, km/s etc). Knots don't make sense in space travel. |
That makes sense. The Human body is meant for a 1G environment - typically referred to as 9G on the human body tends to cause people to black out. Well trained fighter pilots in "G suites" (applies pressure to keep blood from building up in the legs) can only maintain 9G for a couple seconds before blacking out. |
Okay now this is going to be an interesting discussion. I only clipped the title but the remainder is really good to think about. We should calibrate a ship by itself - no cargo, no bodies; but with all upgrades. There should be something without any upgrades and then we adjust with each upgrade added so it's a dynamic value throughout the game. |
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Well, lets not change too many things at once. To change that measurement unit we will have either wildly different numbers displayed if we move at the same speed, or very different game mechanics if we speed up or slow down the ships to make the numbers look similar. My main gripe here is that acceleration is not equal to what the game data would suggest. I had a look at the units.csv, and it does not actually list the acceleration in gravities, it has some other large number, so I am assuming that the gravities number is calculated from the ship's mass and thrust available. We could also just use that thrust value because it actually makes the math a lot easier, because acceleration is just a function of mass and thrust. I have not done any investigation on this, but that measurement in gravities in the ship info screen has to come from somewhere. From my very early gaming in Vega Strike in the early 2000's, I do remember the ships speeding up and slowing down much faster than they are doing now. As a first step, I would like to bring the game acceleration back to what the original design was. |
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This has been bothering me for a while now.
Ships acceleration is off by quite a lot.
Ships speed is measured in knots.
I measured this by flying to Atlantis at the top speed of the initial Llama, which is displayed as 120. It took 16 seconds to travel 1000m. This equates to 62m/s, which is exactly equal to 120knots.
The "Gravities" in "Flight Charateristics" means standard Earth Gravity (9.8m/s squared)
For comparison, a Top Fuel dragster generates about 5 gravities, and the max gravities of the Apollo missions were 4g, and fighter pilots experience up to 9g in sharp turns. So, the g values listed in the flight characteristics makes sense. This is the future after all, and we expect the ships to be performant. In other games of the era, like Privateer, the ships speed increases at about the same rate.
The gravities listed are only valid when the ship is empty.
This would of course scale downwards as the ships mass is increased with cargo, etc.
ie: If you have exactly the same mass in cargo as what the ship is, now the acceleration is halved. But for the sake of simplicity of the calculations later, lets talk about empty ships.
From this follows that if I engage full thrust in an empty beginning Llama, which has a 6.9 gravity forward and 6.12 gravity aft acceleration, I should reach top speed in 0.9 seconds, and stop in 1.05s when cutting thrust.
Likewise, the orthogonal acceleration is 1.6g
From top speed, using only the orthogonal thrusters, the ship would only take 4s to come to a standstill.
(When you have your ship turned 90 degrees to your direction of motion, and have cut thrust.)
Right now, when hitting the accelerator this ship, it takes around 22 seconds to get to top speed.
The math of the game engine is clearly very wrong when it comes to the acceleration of the ship.
This is impacting the play-ability of the game, as when you engage travel mode by hitting "Y" it takes a very very long time to get up to speed, and is causing you to hang around deep gravity wells for a very long time.
I suspect that this might also be the reason the autopilot is misbehaving, because it expects an acceleration that it is not getting.
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