Home › Forums › I-War Development Section › Developer’s Corner › I-War 2, EOC, 2-D
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19. June 2016 at 10:03 #17872ChesskingParticipant
I see, thanks for telling me. Yeah, I thought I heard about some issue with measuring ships once. So, are the dimensions in the Acts/ships section accurate? The section says that the Flitter is 4 meters long, and according to the Flitter’s .ini file, it is 4 meters long.
Also, according to the acts/ships section, the ComSec has a mass of 110t, and the SNRV has a mass of 288,290t, but they both use the standard thrust array. I am assuming each type of thrust array has the same strength. When I set the ComSec’s enginePower to feel right (10), the SNRV can barely move… The Alpha class fuel transporter’s mass is 446,500t, and has a heavy thrust array. The fuel transporter’s movement feels right when enginePower = 100 or more.
If I have to measure all of the models, perhaps I can create an upload a table of lengths to clear up some of the issues.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
19. June 2016 at 11:25 #17874IronDukeParticipantI’m not entirely sure what you are referring to by “Acts/ships”, as I can’t find a folder called “Acts.” But I do know that the flitter is supposed to be 5 meters long. Whether it is or not simply depends on the model Trust me; the 3d model’s dimensions as opened in a 3d modeling program are exactly as in the game.
Also, the ship physics are a little weird. You probably noticed that the object file for a ship lists the acceleration values, and that is what the ship will accelerate at. The various thruster systems increase that value by a percentage. The mass of a vessel is used for two things: to determine how much that value is decreased when docked to pods or other ships, and to determine how ships react to collisions. The I-War2 ship physics is simply that ships have their velocity increased by a fixed amount per second. There is no actual force calculation performed; otherwise, the game would probably have never worked on computers of the time.
Also, where are you getting these mass values from?–IronDuke
P.S. I will be unavailable until Monday morning, just FYI. 🙂
I-War 2 Discord: https://discord.gg/RWaabWB
Very little about the game is not known to me. Any questions you got, throw them at me. 🙂22. June 2016 at 5:25 #17888ChesskingParticipantI’m not entirely sure what you are referring to by “Acts/ships”, as I can’t find a folder called “Acts.” But I do know that the flitter is supposed to be 5 meters long. Whether it is or not simply depends on the model Trust me; the 3d model’s dimensions as opened in a 3d modeling program are exactly as in the game.
Did I say Acts/ships? I meant docs/ships. It is the page on this site that provides some basic information on all of the ships. There are also pages on weapons and other systems. Regarding model sizes, okay. So the actual models are scaled, not scaled in-game. How limiting. :silly:
Also, the ship physics are a little weird. You probably noticed that the object file for a ship lists the acceleration values, and that is what the ship will accelerate at. The various thruster systems increase that value by a percentage. The mass of a vessel is used for two things: to determine how much that value is decreased when docked to pods or other ships, and to determine how ships react to collisions.
I thought it was supposed to be a Newtonian flight simulator?! My 2-D game is officially more Newtonian than the original game. 😛 And now I have to deal with their inconsistencies to make it work right.
The I-War2 ship physics is simply that ships have their velocity increased by a fixed amount per second. There is no actual force calculation performed; otherwise, the game would probably have never worked on computers of the time.
I beg to differ. A force calculation can be as simple as adding two vectors. In a 3-D game, it would be quite difficult to calculate movement and reactions in 3-D space without attaching the velocities in all three directions in some way. Perhaps I-war 2 stores velocities locally, in which case each thruster could be simulated on each axis, and then converted to a global vector for use by other ships. My game stores velocities globally, and converts them to local for each ship. I hope this makes sense.
I got the mass values from the docs/ships section as well.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
22. June 2016 at 5:54 #17890IronDukeParticipantI-War2 isn’t a perfect simulator, sadly. I can program a more realistic thruster model than the game has in one day. But you have to remember that not only did they code the engine themselves, it’s the same engine I-War1 has. That game was made by 6 people at a time when hardware was rather pathetic. They just spiffied up the engine’s graphics and fixed bugs to get the I-War2 version of the engine.
I just looked at that docs section, and it’s just a copy-paste of the game’s encyclopedia. The size values may be correct or not, but I’m not trusting the mass values. Look at the cruisers section.
Danube cruiser: length 991 meters. mass 277,480
Corporate cruiser: length 500 meters. mass 686,812
Say wut? :blink: That don’t sound right. Ever since I noticed that when I was trawling the encyclopedia back in ’05, I’ve never taken its stats seriously.I do know this though. The mass of a ship is calculated from the collider, and is an exposed variable accessible by modders. You could write a .pog script to read a ship’s mass and output it to the log or something.
–IronDuke
I-War 2 Discord: https://discord.gg/RWaabWB
Very little about the game is not known to me. Any questions you got, throw them at me. 🙂22. June 2016 at 7:35 #17892ChesskingParticipantThanks for the info.
I have noticed one of the improvements of the I-War 2 physics engine. In I-War 2, when you collide with another ship, you spin out of control. In I-War 1, one of the ships blew up. 😛
P.S. I can code a thruster system in one day as well, now that I have done it and can reuse some code.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
23. August 2016 at 8:33 #18056ChesskingParticipantI have finally finished working the bugs out of the autopilot approach script. Here is a video of a bunch of ships following each other around. It feels good to see it working so well.
[video]https://www.youtube.com/watch?v=HoCJkq9P6AQ[/video]
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
15. December 2016 at 21:48 #18389IronyManParticipantAye, looks great. I’m sorry I haven’t been on here earlier, but this might help:
http://ironyman777.github.io/
https://github.com/IronyMan777/IronyMan777.github.ioThis is a project I wrote in JS long ago using images and a simple animation script I wrote myself. Read the code in Data/main.js at line 60; that’s the animation.
Let me know if you want me to explain it; I’m a horribly messy and inefficient coder. Just thought this might help, what with being able to use images instead of using KA to program little boxes and lines.
16. December 2016 at 6:26 #18390ChesskingParticipantThanks for the links IronyMan. I have not had a need for such animations yet, but I probably will. And when I do, your example may come in handy. It is nice to know someone else from here is familiar with Processing.js.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
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