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Neeko Demus
Gothic Unlimited Shadow of Honor.
0
|
Posted - 2013.11.10 19:56:00 -
[1] - Quote
As a physicist I can't help myself but to think "This is so wrong", everytime I undock. Think of it, as if you would see an Amarr strained at a leash by a Minimatar.
I know there have been a handfull of threads about this topic. I don't want to stack the next "Make EVE more realistic" thread containing mostly "Don't break our EVE"-Posts on the pile. I neither expect nor want EVE to be a fully realistic spacecraft simulator. But I would prefer the look and feel of Newtonian Physics in EVE quite a lot. (Playing an other game is not an option.)
But I also try to consider the gameplay changes, that would be implied by a major change of the physics:
- No top speed, no limits?
As the only top speed in the universe is the speed of light in vacuum, space ships at non-relativistic velocities (<30% Lightspeed) have no need to stop accelerating at max 5 km/s (~0.0017% Lightspeed) or lower. But what happens, if a player sets his vessel to max acceleration and goes afk for a couple of hours?
To answer this question, we have to define that max acceleration first. Let's assume a really fast frigate with just one capsuleer. He may endure forces, a normal human wouldn't. So let's assume a constant acceleration of 50 g (about the highest acceleration a human has withstood click). This means 500 m/s-¦ -> 30 km/s after a minute, 1800 km/s after an hour and so on. It would take over 6 hours to cover a distance of 1 AU and 1 day to reach 13 AU, flying at 14.7% lightspeed at that point. At this point the downtime would end the trip.
- Fights at high velocities
Let's assume, you're sitting in an Interceptor, as an enemy fleet drops out of warp at about 100 km from your position. Your FC orders you to burn to them. Let's say you get as fast as 5 km/s. So you would need about 20 seconds to cover the distance.(Correct me, if I'm wrong. Never flown a fleet interceptor.) What would happen, if you are not limited to 5 km/s but to about 50 g? You would also cover the distance in 20 seconds, but would reach the fleet with a velocity of 10 m/s.
- Orbiting
An other issue is orbiting. As there is no max velocity, one can always reach the ideal velocity for the radius, given by v=sqrt(a*R) v=>velocity, a=>acceleration, R=>orbital radius assuming, that the centrifugal force, necessary to maintain the orbit, comes from the thrusters of the orbiting ship.
Let's say, our 50 g-Ship would like to orbit an other ship at 40 km. Then it would need to reach a orbital velocity of 1414 m/s (angular velocity 0.03 rad/s). That would be reached in less than 3 seconds from 0 velocity. But if the ship approaches with 10 km/s, it would have to decelerate, what would take about 17 seconds.
Hard to control Most people are concerned about controlling spacecrafts will become a lot harder in this scenario. We are used to the behaviour of cars or planes. So the behaviour of spaceships is hard to get used to. But what would really change? The most maneuvers are performed by pressing one button. What's speaking against keeping it that way. If you order the ship, to orbit at x km, you press the button, and the computer calculates the necessary maneuvers.
What do you think? Are these major impacts on gameplay, or are they rather specific? Have I forgotten something?
And again: This thread isn't about turning EVE into a spacecraft simulator. It is about the impacts, newtonian physics would have onto gameplay. I'm not insisting, that CCP has to change the game. |

Lyris Nairn
GoonWaffe Goonswarm Federation
12007
|
Posted - 2013.11.10 19:57:00 -
[2] - Quote
Ramming would be a viable tactic and goons would be all over it. |

Tippia
Sunshine and Lollipops
17327
|
Posted - 2013.11.10 19:59:00 -
[3] - Quote
It would be all-missiles, all the time, since they'd be the only ones who could ever hit anything. Maybe with the odd drone thrown in for good measureGǪ
|

Lyris Nairn
GoonWaffe Goonswarm Federation
12007
|
Posted - 2013.11.10 20:01:00 -
[4] - Quote
Tippia wrote:It would be all-missiles, all the time, since they'd be the only ones who could ever hit anything. Maybe with the odd drone thrown in for good measureGǪ
A good argument could be made for railguns as a means of propulsion. |

Jonah Gravenstein
Machiavellian Space Bastards
14549
|
Posted - 2013.11.10 20:04:00 -
[5] - Quote
Lyris Nairn wrote:A good argument could be made for railguns as a means of propulsion. Arty vs Railguns = chemical vs magnetic accelerators. |

Tippia
Sunshine and Lollipops
17327
|
Posted - 2013.11.10 20:06:00 -
[6] - Quote
Also, while not Newtonian physics exactly, there would be no cloaks and the only ships that anyone could fly would be Minmatar GÇö all other races would have died long ago due to overheating. |

Skeln Thargensen
Alpha Sperglords
279
|
Posted - 2013.11.10 20:09:00 -
[7] - Quote
you'd need to carry around a lot of propellent. |

Kinis Deren
The Nyan Cat Pirates Disband.
209
|
Posted - 2013.11.10 20:10:00 -
[8] - Quote
Neeko Demus wrote: Have I forgotten something?
In point 1, you are ignoring fuel consumption of a finite resource and the mass of the initial fuel loading. If we are conducting a Newtonian thought experiment here, then we should really be including realistic constraints upon what is delivering the accelerating force.
|

Ghost Phius
Tribal Liberation Force Minmatar Republic
105
|
Posted - 2013.11.10 20:11:00 -
[9] - Quote
There were a couple of I-WAR games that tried it with cruiser/battlecruiser sized ships and flying was hard and unfun.
Having said that I think Star Citizen is taking a crack at it with litte fighters...Oh my the tears from that will be delicious. |

stoicfaux
3334
|
Posted - 2013.11.10 20:55:00 -
[10] - Quote
If you want to remove all doubt about the funness of newtonian space flight, play MANTIS.
edit: And when I say "funness" I mean the opposite. |

Icarus Able
Traverse Holdings Setting The Universe on Fire
149
|
Posted - 2013.11.10 20:56:00 -
[11] - Quote
Eve is in a newtonian universe. The gameplay oddness is caused by handwavium given off by the warp drives having to be constantly active therefore causing a "drag" on the ship. |

stoicfaux
3334
|
Posted - 2013.11.10 20:58:00 -
[12] - Quote
Lyris Nairn wrote:Ramming would be a viable tactic and goons would be all over it. Hell, ramming planets would be a viable tactic.
Obligatory link to Atomic Rockets/Project Rho: http://www.projectrho.com/public_html/rocket/spacegunexotic.php#id--Relativistic_Weapons--The_Killing_Star
|

voetius
Ordo Drakonis Nulli Secunda
110
|
Posted - 2013.11.10 21:23:00 -
[13] - Quote
stoicfaux wrote:If you want to remove all doubt about the funness of newtonian space flight, play MANTIS. edit: And when I say "funness" I mean the opposite.
or got to SourceForge and download VegaSpace, Newtonian physics is very different from what we have in EVE. |

Layla Firoue
Imperial Academy Amarr Empire
6
|
Posted - 2013.11.10 21:39:00 -
[14] - Quote
Ghost Phius wrote:There were a couple of I-WAR games that tried it with cruiser/battlecruiser sized ships and flying was hard and unfun. Having said that I think Star Citizen is taking a crack at it with litte fighters...Oh my the tears from that will be delicious. 
The I-War games were awesome, hard to master? YES! "Unfun"? NO!. It had a very unforgiving gameplay and it took you awhile to learn how to use the ship in combat but once you mastered it, it was a hell lot of fun.
Accelerating in all directions while showering your enemy with particle fire was really funny. Besides it used a travel mode called LDS to cover great distance. Combat wasn-¦t possible during LDS travel, you had to disrupt it first and drop speed to a more manageable level. Very nice concept but as I already said it took time to get used to. Other than that the "space feeling" was 100 times better than submarines in molasses physics EvE has.
|

Sabriz Adoudel
Mission BLITZ
1135
|
Posted - 2013.11.10 22:18:00 -
[15] - Quote
Newtonian physics does not respect the speed of light as a speed limit. That is a purely relativistic thing (and the identification of the speed of light as a cosmic speed limit was proof that Newtonian physics were wrong).
The key issue that comes to mind would be that Newtonian physics would provide no way for webifiers to work, and you would see engagements take place at much longer range as ships would be moving much faster relative to each other. (This would mean that grids and ranges would probably be 50-100 times what they are now). |

Knights Armament
Vermin Supremacy
95
|
Posted - 2013.11.10 22:23:00 -
[16] - Quote
Neeko Demus wrote:As a physicist I can't help myself but to think "This is so wrong", everytime I undock. Think of it, as if you would see an Amarr strained at a leash by a Minimatar. I know there have been a handfull of threads about this topic. I don't want to stack the next "Make EVE more realistic" thread containing mostly "Don't break our EVE"-Posts on the pile. I neither expect nor want EVE to be a fully realistic spacecraft simulator. But I would prefer the look and feel of Newtonian Physics in EVE quite a lot. (Playing an other game is not an option.) But I also try to consider the gameplay changes, that would be implied by a major change of the physics:
- No top speed, no limits?
As the only top speed in the universe is the speed of light in vacuum, space ships at non-relativistic velocities (<30% Lightspeed) have no need to stop accelerating at max 5 km/s (~0.0017% Lightspeed) or lower. But what happens, if a player sets his vessel to max acceleration and goes afk for a couple of hours?
To answer this question, we have to define that max acceleration first. Let's assume a really fast frigate with just one capsuleer. He may endure forces, a normal human wouldn't. So let's assume a constant acceleration of 50 g (about the highest acceleration a human has withstood click). This means 500 m/s-¦ -> 30 km/s after a minute, 1800 km/s after an hour and so on. It would take over 6 hours to cover a distance of 1 AU and 1 day to reach 13 AU, flying at 14.7% lightspeed at that point. At this point the downtime would end the trip.
- Fights at high velocities
Let's assume, you're sitting in an Interceptor, as an enemy fleet drops out of warp at about 100 km from your position. Your FC orders you to burn to them. Let's say you get as fast as 5 km/s. So you would need about 20 seconds to cover the distance.(Correct me, if I'm wrong. Never flown a fleet interceptor.) What would happen, if you are not limited to 5 km/s but to about 50 g? You would also cover the distance in 20 seconds, but would reach the fleet with a velocity of 10 m/s.
- Orbiting
An other issue is orbiting. As there is no max velocity, one can always reach the ideal velocity for the radius, given by v=sqrt(a*R) v=>velocity, a=>acceleration, R=>orbital radius assuming, that the centrifugal force, necessary to maintain the orbit, comes from the thrusters of the orbiting ship.
Let's say, our 50 g-Ship would like to orbit an other ship at 40 km. Then it would need to reach a orbital velocity of 1414 m/s (angular velocity 0.03 rad/s). That would be reached in less than 3 seconds from 0 velocity. But if the ship approaches with 10 km/s, it would have to decelerate, what would take about 17 seconds.
Hard to controlMost people are concerned about controlling spacecrafts will become a lot harder in this scenario. We are used to the behaviour of cars or planes. So the behaviour of spaceships is hard to get used to. But what would really change? The most maneuvers are performed by pressing one button. What's speaking against keeping it that way. If you order the ship, to orbit at x km, you press the button, and the computer calculates the necessary maneuvers. What do you think? Are these major impacts on gameplay, or are they rather specific? Have I forgotten something? And again: This thread isn't about turning EVE into a spacecraft simulator. It is about the impacts, newtonian physics would have onto gameplay. I'm not insisting, that CCP has to change the game.
Well the universe is expanding faster than the speed of light, the fastest observable speed with the human eye is probably light. But things move much faster. I personally think that whatever the universe is expanding into, is accelerating the matter which is being created. So if our universe is expanding into a multiverse the matter surrounding our universe is being pulled by the gravity of an expanding multiverse.
So our multiverse is also expanding, and this causes it to pull on our universe.
|

ShahFluffers
Ice Fire Warriors Late Night Alliance
3618
|
Posted - 2013.11.10 23:35:00 -
[17] - Quote
The problem with real physics is that they are terrible from a gameplay perspective.
- No top speed means that the only limiting factor on ships is mass/inertia... which makes maneuvering a VERY tedious and boring affair for large ships in addition to chaotic and frustrating for smaller ships (I can definitely see overshooting or flying right past the target being a problem).
- Stasis Webifiers would be useless (as they reduce max speeds) unless they are based on some other principle. Making them affect mass might do the trick... but that would make them terrible against smaller ships (which have low mass) while crippling larger ones (which have very high mass) unless the large ships can gain enough speed (in which case nothing will be able to stop large ships from webbing each other and just cruise along at ridiculous speeds laughing).
- close range battles will become a thing of the past (maneuvering will be tedious remember?). The only reliable way to damage someone will be with missiles, maybe drones, or shooting guns from extreme range. |

Good Apollo BS4
Pew Pew Scrubs The Silent One's
11
|
Posted - 2013.11.10 23:54:00 -
[18] - Quote
Love the topic!!
Would add "stuff" about gravity's influence on the warp drive, if we are stipulating that there is such a thing as a warp drive...
Lagrange Points would be important too, and ships would need to rotate to decelerate or have some form of forward facing thing to slow the ship...
Also, the asteroid belt locations would make no sense and the stars in system would need some sort of Doppler Effect as you warp around in system... |

Eurydia Vespasian
Storm Hunters
4407
|
Posted - 2013.11.11 00:52:00 -
[19] - Quote
all this nerd talk.
for my part, I am able to suspend disbelief and assume that this game is set millennia in the future and that perhaps we in the present don't have all the answers about things we'd like to think we do.
I don't know about you guys but taking like 9 hours to warp to the gas giant near the end of the WH system I live in to gather my robotics I had building and then warp 9 hours back to my POS would just totally make my day.
all of it.
literally. |

Johan Civire
The Lyran Empire
701
|
Posted - 2013.11.11 01:01:00 -
[20] - Quote
The answer :
1 - Space is vacum so no rockets can be fire off. The need to have a gravity pull to do it.
2 - Space is black no licht. licht need to get a object before you can see licht.
3 - There is NO sound in space because there is no air to travel in.
4 - We dont know how real traveling works we have no technologie for it.
5 - We using the pull technologie thats using gravity as traveling. We use rockets to get off this planet and then the gravity do the rest. We dont know how deep space traveling works. Yet.
If we going to use this in eve, well then eve is back like 2002 beta. |

Good Apollo BS4
Pew Pew Scrubs The Silent One's
11
|
Posted - 2013.11.11 01:19:00 -
[21] - Quote
Rarrrrr nerd rage!! :) ^^ you are missing the point!
|

Johan Civire
The Lyran Empire
701
|
Posted - 2013.11.11 01:32:00 -
[22] - Quote
Good Apollo BS4 wrote:Rarrrrr nerd rage!! :) ^^ you are missing the point!
Lol and this is your answer you are asking for nerd answers. And what is the point. You got Science fiction fantasy and you want to change it to a diffrend Science fiction fantasy its still the same fantasy Science fiction" There are both wrong. |

Good Apollo BS4
Pew Pew Scrubs The Silent One's
11
|
Posted - 2013.11.11 03:53:00 -
[23] - Quote
Johan Civire wrote:Good Apollo BS4 wrote:Rarrrrr nerd rage!! :) ^^ you are missing the point!
Lol and this is your answer you are asking for nerd answers. And what is the point. You got Science fiction fantasy and you want to change it to a diffrend Science fiction fantasy its still the same fantasy Science fiction" There are both wrong.
I think OP clearly stated was wondering what if, not expressing desire to actually change anything in the game- I certainly would not want a realistic simulation lol! Set course for Mars!! Er Jita 4-4 I mean... Now wait for 3 years... :)
No thanks spend more than enOugh time sitting around doing nothing as things stand :) |

Thern alpha
Unlawful Unit Initiative Mercenaries
16
|
Posted - 2013.11.11 03:54:00 -
[24] - Quote
short answer: yes long answer: yeeeeeessssss |

Kharamete
Feral Solutions Inc
70
|
Posted - 2013.11.11 05:20:00 -
[25] - Quote
Since Einsteinean physics has replaced Newtonian a hundred years ago...
1) Align a ship and warp at something at near relativistic speed, and the explosion would be quite something. A single frigate would easily destroy a titan, if not several.
2) Since eve uses warp drives, which at least has a theoretical basis in the Alcubierre drive, we should be able to do away with star gates, but we'd have to introduce time differential. Players outside the warp bubble should gain more sp than the person in the bubble. Quite a bit more, actually. By the time you reach the next system the noob you started Eve with is a jaded bitter vet with 100 million sp while you still have under a million.
3) Acceleration to near c would require all the energy stored in every particle in New Eden. That should take of the tears expended by the bitter vet syndrome described in 2.
4) e=mc2 is fun.
|

Zuai
Republic Military School Minmatar Republic
0
|
Posted - 2013.11.11 05:39:00 -
[26] - Quote
This game would be very difficult to play drunk |

Caviar Liberta
Moira. Villore Accords
210
|
Posted - 2013.11.11 06:06:00 -
[27] - Quote
Lyris Nairn wrote:Tippia wrote:It would be all-missiles, all the time, since they'd be the only ones who could ever hit anything. Maybe with the odd drone thrown in for good measureGǪ
A good argument could be made for railguns as a means of propulsion.
Or in the A Team movie, flying a tank by turret fire. Flying a tank
|

Caviar Liberta
Moira. Villore Accords
210
|
Posted - 2013.11.11 06:13:00 -
[28] - Quote
ShahFluffers wrote:The problem with real physics is that they are terrible from a gameplay perspective.
- No top speed means that the only limiting factor on ships is mass/inertia... which makes maneuvering a VERY tedious and boring affair for large ships in addition to chaotic and frustrating for smaller ships (I can definitely see overshooting or flying right past the target being a problem).
- Stasis Webifiers would be useless (as they reduce max speeds) unless they are based on some other principle. Making them affect mass might do the trick... but that would make them terrible against smaller ships (which have low mass) while crippling larger ones (which have very high mass) unless the large ships can gain enough speed (in which case nothing will be able to stop large ships from webbing each other and just cruise along at ridiculous speeds laughing).
- Afterburners, Microwarpdrives, and any other speed enhancement mod would have to be re-thought. They all add a certain percentage to the top velocity of a ship (and then some)... but what will they do now? Adding acceleration could be something... but it would only further complicate the problems inherent with flying in frictionless environment... which is un-intuitive to those who have not skated on ice before.
- close range battles will become a thing of the past (maneuvering will be tedious remember?). The only reliable way to damage someone will be with missiles, maybe drones, or shooting guns from extreme range.
Area Effect weapons would be the weapon of choice so you know you won't miss. |

ShahFluffers
Ice Fire Warriors Late Night Alliance
3620
|
Posted - 2013.11.11 06:17:00 -
[29] - Quote
Caviar Liberta wrote:ShahFluffers wrote:The problem with real physics is that they are terrible from a gameplay perspective.
- No top speed means that the only limiting factor on ships is mass/inertia... which makes maneuvering a VERY tedious and boring affair for large ships in addition to chaotic and frustrating for smaller ships (I can definitely see overshooting or flying right past the target being a problem).
- Stasis Webifiers would be useless (as they reduce max speeds) unless they are based on some other principle. Making them affect mass might do the trick... but that would make them terrible against smaller ships (which have low mass) while crippling larger ones (which have very high mass) unless the large ships can gain enough speed (in which case nothing will be able to stop large ships from webbing each other and just cruise along at ridiculous speeds laughing).
- Afterburners, Microwarpdrives, and any other speed enhancement mod would have to be re-thought. They all add a certain percentage to the top velocity of a ship (and then some)... but what will they do now? Adding acceleration could be something... but it would only further complicate the problems inherent with flying in frictionless environment... which is un-intuitive to those who have not skated on ice before.
- close range battles will become a thing of the past (maneuvering will be tedious remember?). The only reliable way to damage someone will be with missiles, maybe drones, or shooting guns from extreme range. Area Effect weapons would be the weapon of choice so you know you won't miss. Burn everything. It's the only way to be sure.  |

Gothikia
Regeneration
229
|
Posted - 2013.11.11 06:31:00 -
[30] - Quote
Neeko Demus wrote:As a physicist I can't help myself but to think "This is so wrong", everytime I undock. No top speed, no limits? As the only top speed in the universe is the speed of light in vacuum, space ships at non-relativistic velocities (<30% Lightspeed) have no need to stop accelerating at max 5 km/s (~0.0017% Lightspeed) or lower. But what happens, if a player sets his vessel to max acceleration and goes afk for a couple of hours?
First:
Warp Field Mechanics 101 - Nasa Technical Report. http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20110015936_2011016932.pdf
Since you're not actually moving within a warp bubble (and lets assume you're creating a bubble all the time for the sake of argument) then acceleration and inertia wouldn't matter so much.
Second: It's a game and would be really unbalanced and screwed since EVE wasn't designed for it at the start. Also, it would require more server resources on Tranquility to calculate all of this stuff and send it to our clients. For CCP, ten and a half years into it, it ain't worth it.
Quote:Fights at high velocities Lets consider this one under point one also, for the sake of argument.
I think you answered the rest at the end of your post. Spaceflight using proper physics can be exciting yes, in a different way, but in EVE it just wouldn't work. For games to be enjoyable, you have to suspend your disbelief every now and then.
I'm assuming you don't play Mass Effect and say, "WELL, I'M A PHYSICIST AND NATURALLY THIS IS ALL SCREWED UP BECAUSE THERE IS NO EMPIRICAL EVIDENCE OF EXTRATERRESTRIAL BIOLOGICAL ENTITIES!" Just enjoy it as it as :) |

Jake Warbird
Republic Military School Minmatar Republic
3459
|
Posted - 2013.11.11 07:26:00 -
[31] - Quote
Zuai wrote:This game would be very difficult to play drunk I always play in Hard Mode. |

Tippia
Sunshine and Lollipops
17331
|
Posted - 2013.11.11 08:09:00 -
[32] - Quote
Johan Civire wrote:The answer :
1 - Space is vacum so no rockets can be fire off. The need to have a gravity pull to do it. Stopped there since I ran out of breath from the laughter.  |

Jake Warbird
Republic Military School Minmatar Republic
3462
|
Posted - 2013.11.11 09:24:00 -
[33] - Quote
Tippia wrote:Johan Civire wrote:The answer :
1 - Space is vacum so no rockets can be fire off. The need to have a gravity pull to do it. Stopped there since I ran out of breath from the laughter.  "Sounded a lot better and nerdy and factually correct in my head!" |

Neeko Demus
Gothic Unlimited Shadow of Honor.
2
|
Posted - 2013.11.11 09:25:00 -
[34] - Quote
Space fights would be a mess because of recoil, to high velocities and so on... As I tried to state in my first post, the only thing, that I would like to see changed is the behaviour of ships in space. I wouldn't touch pew pew for the same reasons already stated: It would be a major overhaul of the whole game. The same would apply to the ramming thing. Why change, what happens if ships collide? They just bump as they do today. Maybe tune the bumping mechanism, so the effect of the bump depends rather on acceleration than on velocity. (I know very well, that it would violate the conservation of momentum, but I don't care because it's a game...)
Fights at high velocities are not different to the fights we know, as long as all vessels are moving in the same direction with nearly the same velocity. So the only scenario is, what happens, if a ship is flying with a high velocity, and another ship warps to it. Either the moving ship shoots away from it, the very moment the intercepting ship drops out of warp, or the intercepting ship has to drop out of warp with the same velocity as the moving ship.
Einsteins relativistic physics invalidate newton physics That's the worst crap, I have read in this thread. Special Relativity contains newton physics as limit case for low velocities. Einstein hasn't falsified newton dynamics, but has expanded it.
MWD, Webifiers and so on I would change all the modules, that have an effect on max velocity to apply the same effect onto acceleration. This way, MWDs would continue boosting and webbers would decrease the velocity, at which a ship can orbit an other at a given radius, making it thus easier to hit. |

Johan Civire
The Lyran Empire
703
|
Posted - 2013.11.12 03:03:00 -
[35] - Quote
Tippia wrote: R... Stopped there since I ran out of breath from the laughter. 
Me to because you watch to many star trek movies.
And clearly this is not your cup of tea.
Yah you can fire rockets in vacuum space......
but that's not to point to say how stupid your answer is. But he some one try to insult people clearly you.... go back in your cave and stay there. |

Reiisha
Evolution
396
|
Posted - 2013.11.12 03:16:00 -
[36] - Quote
Johan Civire wrote:Tippia wrote: R... Stopped there since I ran out of breath from the laughter.  Me to because you watch to many star trek movies. And clearly this is not your cup of tea. Yah you can fire rockets in vacuum space...... NOT there is no air to travel in and the have no impact to any object in space. Because there is no gravity to make the impact. but that's not to point to say how stupid your answer is. But he some one try to insult people clearly,, you.... go back in your cave and stay there.
You really need to go look up Newton's laws and go back to middle school... This is very basic physics you're missing. Newton's third law is the one you're looking for.
Modern rockets also don't need air to function to burn their fuel either, fyi.
Thank you for providing me with both a good laugh aswell as good proof as to why the school system is failing quite badly.
If you do things right, people won't be sure you've done anything at all... |

Richard Ramlrez
Sebiestor Tribe Minmatar Republic
31
|
Posted - 2013.11.12 03:42:00 -
[37] - Quote
Ignorance is bliss. If you play a game like Sheldon Cooper then you will probably be frustrated while doing a form of entertainment.
Forget what you know and just accept magic in games. |

stoicfaux
3340
|
Posted - 2013.11.12 06:25:00 -
[38] - Quote
Johan Civire wrote:Tippia wrote: R... Stopped there since I ran out of breath from the laughter.  Me to because you watch to many star trek movies. And clearly this is not your cup of tea. Yah you can fire rockets in vacuum space...... NOT there is no air to travel in and the have no impact to any object in space. Because there is no gravity to make the impact. but that's not to point to say how stupid your answer is. But he some one try to insult people clearly,, you.... go back in your cave and stay there. 1. Stop posting. 2. Read this site. http://www.projectrho.com/public_html/rocket/index.php 3. ??? 4. Profit!
|

Mr Pragmatic
711
|
Posted - 2013.11.12 07:00:00 -
[39] - Quote
It be more fun to have super long range battles, things like radar and scouts would be alot more entertaining. I think it is kind of silly that even though its the future we are brawling at ranges that are close. Super cali hella yolo swaga dopeness. -á-Yoloswaggins, in the fellowship of the bling. |

Debora Tsung
The Investment Bankers Guild
596
|
Posted - 2013.11.12 08:28:00 -
[40] - Quote
Johan Civire wrote:
Yah you can fire rockets in vacuum space...... NOT there is no air to travel in and the have no impact to any object in space. Because there is no gravity to make the impact.
Wait, are you the guy that said that gyro's wouldn't work in space because there is no air a couple of months ago? Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |

Tippia
Sunshine and Lollipops
17348
|
Posted - 2013.11.12 09:58:00 -
[41] - Quote
Johan Civire wrote:Me to because you watch to many star trek movies. You're confusing me with you there.
Quote:Yah you can fire rockets in vacuum space...... NOT there is no air to travel in and the have no impact to any object in space. Rockets don't need air to travel. In fact, the vacuum of space makes them far more efficient since there's (next to) no drag. Reaction drives do not work like tires or propellers GÇö they do not GÇ£grab onGÇ¥ to material around them and drag themselves forward through friction or pressure differentials. Instead, it's pure Newton III: reaction mass goes in one direction; body of the rocket goes in the other.
So you're quite wrong about your second claim too: there is an object to impact with GÇö the rocket itself. That's how the rocket moves.
Quote:Because there is no gravity to make the impact. Gravity has nothing to do with impacts (other than in the sense that mass and gravity tend to co-existGǪ but then you don't need mass to have an impact either). The presence of gravity well do have some odd effects on travel, though, such as the fact that when you co-orbit with another object, you have to slow down to catch upGǪ 
Incidentally, this all points to an explanation for why ships in EVE behave the way they do: they don't use reaction drives but rather some curious GÇ£rolling down the gentle inclines of space foldsGÇ¥ drive. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Zappity
Kurved Space
623
|
Posted - 2013.11.12 10:11:00 -
[42] - Quote
Haven't read the thread but EVE universe has artificial gravity by the look of the stations (which don't spin). So the g consideration during acceleration is irrelevant.
Apart from that, no top speed would break practically every balance consideration out there and completely screw up grids. Zappity's Adventures for a taste of lowsec. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
1995
|
Posted - 2013.11.12 10:27:00 -
[43] - Quote
While the theoretical speed limit of a space craft with a reaction drive is just below light speed (given enough energy and reaction mass), the practical speed limit is a lot lower.
When you're getting up into noticeable fractions of light speed, manoeuvring becomes somewhat complicated. Then there's the problem with other matter. Specks of dust will do bad things to your fore armour. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Neeko Demus
Gothic Unlimited Shadow of Honor.
4
|
Posted - 2013.11.12 11:01:00 -
[44] - Quote
Johan Civire wrote: Yah you can fire rockets in vacuum space...... NOT there is no air to travel in and the have no impact to any object in space. Because there is no gravity to make the impact.
but that's not to point to say how stupid your answer is. But he some one try to insult people clearly,, you.... go back in your cave and stay there.
@Johan Civire After your first post, I thought you are kidding. But if you really think, rocket engines need something to repel from, to drag along or air to maintain firing, you got the working principle of rocket engines totally wrong. My preposters gave some good advices about that.
@Zappity You wrote:
Zappity wrote:Apart from that, no top speed would break practically every balance consideration out there and completely screw up grids. I would like to know, how balance and grids would be screwed up, if you get lost of top speed. Are there some special situations, that come to your mind? |

dexington
Dexington Corporation
881
|
Posted - 2013.11.12 11:17:00 -
[45] - Quote
Tippia wrote:Incidentally, this all points to an explanation for why ships in EVE behave the way they do: they don't use reaction drives but rather some curious GÇ£rolling down the gentle inclines of space foldsGÇ¥ drive.
Warp Drives Wiki Page
would be something like the Casimir effect and energy depleted vacuums I'm a relatively respectable citizen. Multiple felon perhaps, but certainly not dangerous. |

Dasola
Rookie Empire Citizens Rookie Empire
215
|
Posted - 2013.11.12 11:25:00 -
[46] - Quote
Personally i think it might be fun... No more flying so close sun unless you planning to scrap that ship (5000 km from sun you are pretty much melt literally).
No more super high acceleration from 0 to full speed. Wh systems with magnetar would have all sort of funny effect to anythign made out of metals... Black hole systems might not be so fun to live in anymore thanks to massive gravity pull that's everything there is subject to...
Heck CCP would need to hire couple more physicist to rewrite entire physics model of eve...
For starters if would be happy if ships momentum and direction would be preserved so it would not look like were flying in ocean.. We are Minmatar, Our ship are made of scraps, but look what our scraps can do... |

Johan Civire
The Lyran Empire
705
|
Posted - 2013.11.12 14:37:00 -
[47] - Quote
 |

Good Apollo BS4
Pew Pew Scrubs The Silent One's
12
|
Posted - 2013.11.12 14:46:00 -
[48] - Quote
Cynos.. They wouldn't work. Nullsec riots.
Then nullsec realizes that no concord exists bcs ships can't just instantiate from nowhere bcs matter neither created not destroyed etc therefore nullsec becomes highsec. Bears riot. :) |

Jenn aSide
STK Scientific Initiative Mercenaries
3304
|
Posted - 2013.11.12 14:52:00 -
[49] - Quote
stoicfaux wrote:If you want to remove all doubt about the funness of newtonian space flight, play MANTIS. edit: And when I say "funness" I mean the opposite. OMg I remember that game, came out the year I graduated high school.
Thanks for making me feel old. Is their any Geritol or Xlax on the Jita market today?
|

Tippia
Sunshine and Lollipops
17366
|
Posted - 2013.11.12 15:17:00 -
[50] - Quote
Oh, and obligatory optical effects link. Can't believe I didn't remember that one until page 3. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Neeko Demus
Gothic Unlimited Shadow of Honor.
5
|
Posted - 2013.11.12 19:36:00 -
[51] - Quote
I want to emphasize again, that this thread isn't about making the whole game realistic. It is about the impact, that acceleration limited ships would have onto gameplay. So warping, lasers, cynos and concord are absolutely out of topic.
One thing came to my mind, not considered, yet: What would happen to 75% of top velocity needed to initiate warp? I assume a velocity threshold based on mass instead of top velocity. But there would be some severe consequences from that.
As MWDs and afterburners rise the top speed, and thus the speed needed to enter warp, they are not shortening the align time. But if they were based on acceleration, they would. For the same reason, webber would no longer work to shorten the align time, but would increase it, instead (Maybe enough to pass on scramblers in some situations?).
This would also change the way the MWD-Trick works. You wouldn't even need it. Just cloak, align to warp, wait till you have reached warp velocity (may take some time), decloak, instawarp (assuming, cloaks would decrease acceleration instead of top speed). |

stoicfaux
3341
|
Posted - 2013.11.12 20:09:00 -
[52] - Quote
Neeko Demus wrote:
Fights at high velocitiesLet's assume, you're sitting in an Interceptor, as an enemy fleet drops out of warp at about 100 km from your position. Your FC orders you to burn to them. Let's say you get as fast as 5 km/s. So you would need about 20 seconds to cover the distance.(Correct me, if I'm wrong. Never flown a fleet interceptor.) What would happen, if you are not limited to 5 km/s but to about 50 g? You would also cover the distance in 20 seconds, but would reach the fleet with a velocity of 10 m/s. 10 m/s should be 10km/s, no?
Which is the problem. 20 seconds to intercept, but at 10km/s you'll only have time to get one shot and/or you'll fly by so fast that even if you do manage to land a web/scram on a target, you'll fly out of range of the web/scram in a few seconds.
Which means you need to compute an intercept vector that includes time to decelerate to match the target's general velocity (which is probably changing) and heading (which is probably also changing.) Which is why NASA tends to use computers to calculate these things.
|

Tarn Ellecon
KEQ Industrial Complex ROFL Citizens
9
|
Posted - 2013.11.12 21:41:00 -
[53] - Quote
Some form of fuel on every ship. All the complex course corrections would require a lot of energy. |

Neeko Demus
Gothic Unlimited Shadow of Honor.
5
|
Posted - 2013.11.13 13:26:00 -
[54] - Quote
stoicfaux wrote:Neeko Demus wrote:
Fights at high velocitiesLet's assume, you're sitting in an Interceptor, as an enemy fleet drops out of warp at about 100 km from your position. Your FC orders you to burn to them. Let's say you get as fast as 5 km/s. So you would need about 20 seconds to cover the distance.(Correct me, if I'm wrong. Never flown a fleet interceptor.) What would happen, if you are not limited to 5 km/s but to about 50 g? You would also cover the distance in 20 seconds, but would reach the fleet with a velocity of 10 m/s. 10 m/s should be 10km/s, no? Which is the problem. 20 seconds to intercept, but at 10km/s you'll only have time to get one shot and/or you'll fly by so fast that even if you do manage to land a web/scram on a target, you'll fly out of range of the web/scram in a few seconds. Which means you need to compute an intercept vector that includes time to decelerate to match the target's general velocity (which is probably changing) and heading (which is probably also changing.) Which is why NASA tends to use computers to calculate these things. You're right, it is 10 km/s not 10 m/s.
I think of it as a button. You press "Intercept", and your client does all the math (might take some nanoseconds of CPU time). It would be easier as it is now, as far as I know. Or this function is integrated into the orbiting button.
There is no fuel needed as it is, and I don't see a reason to change that. |

Minmatar Citizen160812
The LGBT Last Supper
588
|
Posted - 2013.11.13 13:59:00 -
[55] - Quote
Gameplay would change into Jumpgate. |

Cynter DeVries
Spheroidal Projections
671
|
Posted - 2013.11.13 15:15:00 -
[56] - Quote
You'd have to schedule undocking 12 hours in advance. You'd also have to schedule warp gate access several days in advance. In hi-sec, deviating from your navigation plan (which you'd have to file) would probably be considered a hostile act. Cynter's Law of feature suggestion: Thou shalt not suggest NPCs do something players could do instead. |

Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
225
|
Posted - 2013.11.13 16:50:00 -
[57] - Quote
Neeko Demus wrote:Fights at high velocities are not different to the fights we know, as long as all vessels are moving in the same direction with nearly the same velocity. So the only scenario is, what happens, if a ship is flying with a high velocity, and another ship warps to it. Either the moving ship shoots away from it, the very moment the intercepting ship drops out of warp, or the intercepting ship has to drop out of warp with the same velocity as the moving ship.
You're not a physicist.
I love how you can state that fights would be the same, but then of course we have to add "all vessels are moving in the same direction with the same velocity."
Because yeah, that happened 
But you're not asking for actual physics, you're asking for some bastardized version where mass is irrelevant, time dilation doesn't occur, kinetic energy doesn't exist, gravity doesn't affect spaceships in any way, and fuel/mass ratio isn't a thing.
And the answers to that are 1) why, and 2) no. I don't want Battleships to blip past a gatecamp at .8c and maybe get off one shot, and Battleships don't want to achieve .8c and then have to spend forever decelerating. In fact, nobody is going to like the fact that you need to spend the same amount of time decelerating as you do accelerating, or the fact that turning (not even right angle turns, just turning in general) will become effectively impossible at anything resembling the "new" speeds you are proposing.
Honestly, this comes up like once a year, and it's always from someone who doesn't actually understand physics.
I am not an alt of Chribba. |

Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
225
|
Posted - 2013.11.13 16:53:00 -
[58] - Quote
Neeko Demus wrote:stoicfaux wrote:Neeko Demus wrote:
Fights at high velocitiesLet's assume, you're sitting in an Interceptor, as an enemy fleet drops out of warp at about 100 km from your position. Your FC orders you to burn to them. Let's say you get as fast as 5 km/s. So you would need about 20 seconds to cover the distance.(Correct me, if I'm wrong. Never flown a fleet interceptor.) What would happen, if you are not limited to 5 km/s but to about 50 g? You would also cover the distance in 20 seconds, but would reach the fleet with a velocity of 10 m/s. 10 m/s should be 10km/s, no? Which is the problem. 20 seconds to intercept, but at 10km/s you'll only have time to get one shot and/or you'll fly by so fast that even if you do manage to land a web/scram on a target, you'll fly out of range of the web/scram in a few seconds. Which means you need to compute an intercept vector that includes time to decelerate to match the target's general velocity (which is probably changing) and heading (which is probably also changing.) Which is why NASA tends to use computers to calculate these things. You're right, it is 10 km/s not 10 m/s. I think of it as a button. You press "Intercept", and your client does all the math (might take some nanoseconds of CPU time). It would be easier as it is now, as far as I know. Or this function is integrated into the orbiting button. There is no fuel needed as it is, and I don't see a reason to change that.
And that interceptor is dead long before he gets close to the target, because he was unable to keep his angular velocity or his plain old speed at a point that avoids tracking from that other ship's guns.
And by the way, this assumes that the ship he's attempting to "intercept" is stationary. Hint: it's not, because it wants to laugh at interceptors who lack backup before killing those interceptors who lack backup.
I am not an alt of Chribba. |

Vincent Athena
V.I.C.E.
2260
|
Posted - 2013.11.13 17:46:00 -
[59] - Quote
No need to limit things to 50 g. As we can walk in a station that is not spinning, we must have some form of artificial gravity. That can protect the crew and pilot from much higher accelerations. Shock loads on the other hand, that is acceleration changes that happen faster than internal systems can compensate for, require a hydrostatic pod to survive.
One issue is the eve physics engine cannot really handle speeds in excess of 25 km/sec. Collisions get all messed up and other bad stuff happens. Somehow we still need a speed limit.
One issue in games where you can accelerate forever is players tend to accelerate at each other, pass by really fast, then spend forever slowing and returning. One way around that is the warp drive. Have it work that when I warp to another ship I arrive with a velocity equal to that ship. (or station, or stargate, etc.) A mechanism like this would greatly reduce the pain surrounding the issue of highly different speeds. Also: have it so when I micro-jump drive my exit velocity is equal to that of the closest ship.
Stasis web: There could be two versions. One just reduces the target's acceleration capability. The other could link my ship to the other ship, trying to equalize their velocities.
Controls: The current "approach" button would have the ship accelerate and decelerate as need so you arrive at your target at zero relative speed. The "keep at range" button would be similar, just having you arrive at zero relative speed at the desired range. The "orbit" button would get you to orbit range at the orbit speed you can maintain given your ship's acceleration capability.
Finally, there is a very simple fix that would make eve look like it had Newtonian physics, even though its the same game. Presently ships are displayed pointing in the direction they are moving. Instead have them point in the direction they are accelerating. When you slow your ship would spin around and fly backwards. When orbiting it would point toward the center of the orbit.
This would be a client side only change. The eve physics engine treats all ships as balls being pushed about. The client then displays ships positioned at the center of the ball pointing in their flight direction. CCP could add a check box for "show spaceship-like movement" vs "show airplane-like movement". Each player could choose what they like to see. http://vincentoneve.wordpress.com/ |

Neeko Demus
Gothic Unlimited Shadow of Honor.
5
|
Posted - 2013.11.15 20:45:00 -
[60] - Quote
Bizzaro Stormy MurphDog wrote:You're not a physicist. I love how you can state that fights would be the same, but then of course we have to add "all vessels are moving in the same direction with the same velocity." Because yeah, that happened  But you're not asking for actual physics, you're asking for some bastardized version where mass is irrelevant, time dilation doesn't occur, kinetic energy doesn't exist, gravity doesn't affect spaceships in any way, and fuel/mass ratio isn't a thing. And the answers to that are 1) why, and 2) no. I don't want Battleships to blip past a gatecamp at .8c and maybe get off one shot, and Battleships don't want to achieve .8c and then have to spend forever decelerating. In fact, nobody is going to like the fact that you need to spend the same amount of time decelerating as you do accelerating, or the fact that turning (not even right angle turns, just turning in general) will become effectively impossible at anything resembling the "new" speeds you are proposing. Honestly, this comes up like once a year, and it's always from someone who doesn't actually understand physics.
First of all: An insult isn't an argument.
Second: I said, that both ships have to have nearly the same direction and velocity. But it might be better, if I get a little more en detail:
This is about relativity. And I don't mean the e=mc-¦ and light speed stuff, but the gist of relativity:
There is no absolute location or velocity. One has always to describe the location or velocity of an object relative to a reference system. That's why it is called "Theory of Relativity".
Let me paint a picture: There are two ships at a jump gate. One of them attacks the other, and is able to scramble his victim. The defender wants to break the scramble, a accelerates in a fitting direction.
If the attacking ship has a greater acceleration as the defender, it will catch up, and may use the difference in the acceleration of both ships, to perform an orbiting maneuver. If you are in the reference system of the warp gate, you observe two ships with constant acceleration in the same direction. If you choose the defending ship as reference system, you observe the attacker orbiting you with a velocity, which fits to the radius of the orbit and the remaining acceleration.
The same situation with a delimited velocity: The defender would start moving, and hit his velocity limit. The attacker is faster, and closes up. He has enough spare velocity, to perform an orbiting maneuver. In the reverence system of the jump gate you observe two ships with a constant velocity, one orbiting the other. In the reference system of the defender you observe a ship orbiting you with a radius, matching for the remaining velocity.
And that's why I said, fights wouldn't depend on velocity that much. What I want from you, dear reader, is an example for a situation, where this isn't true!
@Bizzaro Stormy MurphDog: Why can't I be a physicist, but still accept the restrictions of the game and be happy with a "bastardized" version, as long as it looks and feels a little more like the real thing? It's more the other way around. As a physicist I have to accept boundary conditions and idealizations in order to make the math work. So I'm pretty used to it.
Always thinking about "what would be if" is also a thing that's pretty natural for every scientist. So it happens, that I'm asking myself, which impact newtonian physics would have onto gameplay. But as I don't know each and every aspect of gameplay, I am asking other EVE players. And here we are.
About the interception maneuver:
Bizzaro Stormy MurphDog wrote:And that interceptor is dead long before he gets close to the target, because he was unable to keep his angular velocity or his plain old speed at a point that avoids tracking from that other ship's guns.
And by the way, this assumes that the ship he's attempting to "intercept" is stationary. Hint: it's not, because it wants to laugh at interceptors who lack backup before killing those interceptors who lack backup.
The interception maneuver I meant would be a spiraling path to get close to ship, instead of a direct approach with subsequent orbiting. The board computers of a spaceship should be able to do the needed calculations, including the constant corrections in order to adapt to a moving target. And so should the computer, you are sitting at.
Vincent Athena wrote:One issue is the eve physics engine cannot really handle speeds in excess of 25 km/sec. Collisions get all messed up and other bad stuff happens. Somehow we still need a speed limit.
Can you explain, what the reason for this limitation is?
Vincent Athena wrote:One issue in games where you can accelerate forever is players tend to accelerate at each other, pass by really fast, then spend forever slowing and returning. One way around that is the warp drive. Have it work that when I warp to another ship I arrive with a velocity equal to that ship. (or station, or stargate, etc.) A mechanism like this would greatly reduce the pain surrounding the issue of highly different speeds. Also: have it so when I micro-jump drive my exit velocity is equal to that of the closest ship.
As far as my experience goes, most of the movement, especially in fights, is done via orders (approach, orbit, keep distance,...). So the algorithms behind this "buttons" should be able to compute the correct interception point and control the acceleration in a way, that fits the need of the pilot. Quite similar as you described it in your post under "Controls". |

Piran Eligius
PwnCo
27
|
Posted - 2013.11.15 20:52:00 -
[61] - Quote
We'd all be using Kerbal Space Program for ship fitting and build testing. |

Neeko Demus
Gothic Unlimited Shadow of Honor.
5
|
Posted - 2013.11.15 21:18:00 -
[62] - Quote
Vincent Athena wrote:Finally, there is a very simple fix that would make eve look like it had Newtonian physics, even though its the same game. Presently ships are displayed pointing in the direction they are moving. Instead have them point in the direction they are accelerating. When you slow your ship would spin around and fly backwards. When orbiting it would point toward the center of the orbit.
This would be a client side only change. The eve physics engine treats all ships as balls being pushed about. The client then displays ships positioned at the center of the ball pointing in their flight direction. CCP could add a check box for "show spaceship-like movement" vs "show airplane-like movement". Each player could choose what they like to see.
This might be a good start, but there are some other things, that might be easy to change as well:
- Make the thrusters depending on acceleration instead of velocity. - Make the acceleration linear instead of an exponential approximation. Especially the turns of big ships look ridiculous as they start fast and getting slower while approxing to the final direction. This unnatural behavior is IMHO the main reason, why spaceships in EVE remind more of submarines as of spaceships.
As far as I know (and please correct me, if I'm wrong) the client uses a Navier-Stokes-Algorithm to compute these "smooth" movements. And for the sole reason, that it looks more "beautiful". Taste is open to dispute. |

Fredfredbug4
Eve Defence Force Cult of War
1609
|
Posted - 2013.11.15 22:35:00 -
[63] - Quote
I feel that in order for EVE to stay prominent for the second decade it needs to completely revamp it's game engine, especially physics. Spreadsheets online may have been fine and dandy a while ago, but the game won't appeal to new players if it doesn't look like how it does in the trailers. Watch Fred Fred Frederation and stop cryptozoologist! Fight against the brutal genocide of fictional creatures across New Eden! Is that a metaphor? Probably not, but the fru-fru- people will sure love it! |

PotatoOverdose
Handsome Millionaire Playboys
623
|
Posted - 2013.11.15 22:46:00 -
[64] - Quote
Fredfredbug4 wrote:I feel that in order for EVE to stay prominent for the second decade it needs to completely revamp it's game engine, especially physics. Spreadsheets online may have been fine and dandy a while ago, but the game won't appeal to new players if it doesn't look like how it does in the trailers. Confirming, I want to ram 100mn MWD stabbers into every planet and station, thus purging the universe of all life.  |

Mr Epeen
It's All About Me
3331
|
Posted - 2013.11.15 22:49:00 -
[65] - Quote
Neeko Demus wrote:As a physicist I can't help ...
...but understand that gamers don't have the ability to work the algorithms and higher level equations to do the simplest of things in space.
On top of that, it's not fun spending four hours matching an orbit to take a shot at someone. Or trying to hit your enemy while flashing by him at a good percentage of the speed of light, never to see him again. Or needing to drop out of warp mid system so you can decelerate enough to hit the next gate without vaporizing yourself.
Not a very bright mechanic idea for a scientist, in my opinion.
Mr Epeen 
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass! |

PotatoOverdose
Handsome Millionaire Playboys
623
|
Posted - 2013.11.15 22:51:00 -
[66] - Quote
Mr Epeen wrote:Neeko Demus wrote:As a physicist I can't help ... ...but understand that gamers don't have the ability to work the algorithms and higher level equations to do the simplest of things in space. On top of that, it's not fun spending four hours matching an orbit to take a shot at someone. ... Not a very bright mechanic idea for a scientist, in my opinion. Mr Epeen  Actually, the bolded statement (and the first sentence too, really) pretty much describes KSP which atm is both extremely profitable and successful.
Considering the idea forms the core of a very successful and fun game, the mechanic is actually pretty damn good. Just not for Eve. |

Captain Tardbar
Sons of Sam
696
|
Posted - 2013.11.16 00:09:00 -
[67] - Quote
Ships could accelerator to ten of thousands of km per hour on thrusters along in under a few minutes. Still would take time to get between locations without warp. "Entitlement" is a euphemism for "I hate the way you play and it makes me cry like a baby". If you fantasize about being immoral it means you enjoy being immoral deep down. |

Neeko Demus
Gothic Unlimited Shadow of Honor.
5
|
Posted - 2013.11.21 15:31:00 -
[68] - Quote
Mr Epeen wrote:Neeko Demus wrote:As a physicist I can't help ... ...but understand that gamers don't have the ability to work the algorithms and higher level equations to do the simplest of things in space. On top of that, it's not fun spending four hours matching an orbit to take a shot at someone. Or trying to hit your enemy while flashing by him at a good percentage of the speed of light, never to see him again. Or needing to drop out of warp mid system so you can decelerate enough to hit the next gate without vaporizing yourself. Not a very bright mechanic idea for a scientist, in my opinion. Mr Epeen 
Gamers won't need the ability to work any algorithm or equation of any kind. That's why they play on a computer, that does all that stuff for them.
Why would anybody have to spend hours to match an orbit. Just press the orbit button and open fire. Again, the matching work will be done by your computer.
It would take you hours to reach just 1% of speed of light. So nobody would be able to flash at an enemy with a "good percentage of the speed of light". If you just use the orbit button, you would not have that problem. A "drive-by shooting" is a bad idea even with max speed, as the angular velocity gets to high.
But what happens, if one drops out of warp is indeed a good question:
Scenario 1: One has to reach a static threshold velocity to enter warp. Then I would propose, that you exit warp at the same velocity. So you would need the same time to halt after drop out, as you needed to enter it, quite the same as now. But you would also need the same distance before and after warp, quite unlike it is now.
Scenario 2: If the velocity has to be matched to the velocity of the warp destination before you enter warp, the (relative) velocity at exit would be zero. But this would also mean, that align time no longer depends solely on the ship, but also on the difference in velocity of start and destination. This would also mean, that velocities would have to be assigned to every warp destination. (There have been some "Make the planets move"-threads in this forum)
Scenarion 3: You would have to wait a given time (which may depend on the ship and its fitting) to enter warp. Then warp could be exited with the same velocity (and oriantation!?) as it was entered, quite like scenario 1. Then, the max. time to halt after warp would be that align time. (If you want to warp to a stargate or station and leave warp at 0 km, it might be a wise decision, to enter warp at lower velocities, but the decision is upon you.) |

Ramona McCandless
The McCandless Clan Turing Tested
1064
|
Posted - 2013.11.21 15:33:00 -
[69] - Quote
How do you know the liquid-mechanics aren't how the navicomp extrapolates "safe" STL flight? High Priestess Designate, Heir to The Vestibule of The Temple of the Holy Amarr Suicide Cult of Haimeh |

Desivo Delta Visseroff
Ark Royal Mining Trained Divinity
61
|
Posted - 2013.11.21 16:59:00 -
[70] - Quote
Actually, What I would like to see are some minor after-effects placed upon ships during combat/collision. Right now all we have is bumping, which is fine, but I would like to see that expanded, say during combat. I would like to see ships react when hit. Moreover the way the ships would react would be based upon the amount of force applied by the impacts of received damage (albeit, a bit toned down).
As an example, A Battleship gets hit by a Battleship sized weapon, the Ship would shudder, lose a bit of speed and then regain its composure. A Battle cruiser getting hit by a BS weapon would lurch off its axis from taking absorbing the force of the impact. A Cruiser would be pushed off it's orbit and need a second or two to get back on track or be forced to alter course/obit. Frigs/Dessies would be knocked a couple hundred meters away and forced into a bit of a spin while they try to recover
Complicated I know, but it would really add to the engagement strategy. Nothing else would change, just give some mass/energy to the weapons.
Do you engage head on, orbit or try to strafe past before looping around?
Do you and your gang constantly hammer your target from one direction and risk knocking them out of your scram range? Or do you try to trap them in a pincer maneuver?
I know this would make aligning to warp away more difficult. But that's the point. Not letting your prey escape so easily
Think about the Cap Battles |

Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
231
|
Posted - 2013.11.21 22:02:00 -
[71] - Quote
[quote=Neeko Demus] It would take you hours to reach just 1% of speed of light. So nobody would be able to flash at an enemy with a "good percentage of the speed of light". If you just use the orbit button, you would not have that problem. A "drive-by shooting" is a bad idea even with max speed, as the angular velocity gets to high.[\quote]
A lot of ships in this game can accelerate at 400 m/s. Do that for 20 seconds, and you're moving at 12 km/s - and now you can't turn. You can go ahead and apply 400 m/s thrust at right angles and slowly drift a different direction, but this magical "orbit" button you're talking about is nothing but pure fantasy when you're talking about orbiting small ships with their own high relative velocity. You keep using words without knowing what they mean (not being insulting, just stating fact).
There is a reason why sci-fi in general and EVE in particular mess with the physics of space combat. Imagine the dogfight over the first Death Star if those X-wings and TIE fighters acted more like true space craft and less like they were flying in an atomsphere. Treating them like atmospheric craft was wrong from a physics standpoint, but made for a much more engaging fight.
Because true space combat would be BORING AS ****. That's pretty much a fact, no matter how much you want to pretend that orbital mechanics and autopilots will make ship-to-ship engagements anything other than tedious and overbearingly dull under a regime of "true" physics.
You're not even pretending to respond to actual, concrete examples of why this is a bad idea. Re-read the thread before you post again and address them, please. You'll probably be able to independently figure out why this is such a bad idea.
I am not an alt of Chribba. |

Eurydia Vespasian
Storm Hunters
4434
|
Posted - 2013.11.21 22:05:00 -
[72] - Quote
bumping should be a flaggable offense. when I pay isk for a ship that includes the paint job. it's a pretty rare occurrence for a person behind the wheel of a car to just purposefully go bash into some other vehicle parked someplace. |

Corvald Tyrska
Dha'Vargar
29
|
Posted - 2013.11.22 00:18:00 -
[73] - Quote
The most immediate effect of applying Newtonian physics to EVE would be seeing virtually every Gallente ship spin uncontrollably out of control or explode due to the stresses on the hull the second the engines engage. Oversized, asymmetrically placed engines and Newtonian physics FTW  |

fuer0n
Republic Military School Minmatar Republic
107
|
Posted - 2013.11.22 00:23:00 -
[74] - Quote
Neeko Demus wrote:As a physicist I can't help myself but to think "This is so wrong", everytime I undock. Think of it, as if you would see an Amarr strained at a leash by a Minimatar. I know there have been a handfull of threads about this topic. I don't want to stack the next "Make EVE more realistic" thread containing mostly "Don't break our EVE"-Posts on the pile. I neither expect nor want EVE to be a fully realistic spacecraft simulator. But I would prefer the look and feel of Newtonian Physics in EVE quite a lot. (Playing an other game is not an option.) But I also try to consider the gameplay changes, that would be implied by a major change of the physics:
- No top speed, no limits?
As the only top speed in the universe is the speed of light in vacuum, space ships at non-relativistic velocities (<30% Lightspeed) have no need to stop accelerating at max 5 km/s (~0.0017% Lightspeed) or lower. But what happens, if a player sets his vessel to max acceleration and goes afk for a couple of hours?
To answer this question, we have to define that max acceleration first. Let's assume a really fast frigate with just one capsuleer. He may endure forces, a normal human wouldn't. So let's assume a constant acceleration of 50 g (about the highest acceleration a human has withstood click). This means 500 m/s-¦ -> 30 km/s after a minute, 1800 km/s after an hour and so on. It would take over 6 hours to cover a distance of 1 AU and 1 day to reach 13 AU, flying at 14.7% lightspeed at that point. At this point the downtime would end the trip.
- Fights at high velocities
Let's assume, you're sitting in an Interceptor, as an enemy fleet drops out of warp at about 100 km from your position. Your FC orders you to burn to them. Let's say you get as fast as 5 km/s. So you would need about 20 seconds to cover the distance.(Correct me, if I'm wrong. Never flown a fleet interceptor.) What would happen, if you are not limited to 5 km/s but to about 50 g? You would also cover the distance in 20 seconds, but would reach the fleet with a velocity of 10 m/s.
- Orbiting
An other issue is orbiting. As there is no max velocity, one can always reach the ideal velocity for the radius, given by v=sqrt(a*R) v=>velocity, a=>acceleration, R=>orbital radius assuming, that the centrifugal force, necessary to maintain the orbit, comes from the thrusters of the orbiting ship.
Let's say, our 50 g-Ship would like to orbit an other ship at 40 km. Then it would need to reach a orbital velocity of 1414 m/s (angular velocity 0.03 rad/s). That would be reached in less than 3 seconds from 0 velocity. But if the ship approaches with 10 km/s, it would have to decelerate, what would take about 17 seconds.
Hard to controlMost people are concerned about controlling spacecrafts will become a lot harder in this scenario. We are used to the behaviour of cars or planes. So the behaviour of spaceships is hard to get used to. But what would really change? The most maneuvers are performed by pressing one button. What's speaking against keeping it that way. If you order the ship, to orbit at x km, you press the button, and the computer calculates the necessary maneuvers. What do you think? Are these major impacts on gameplay, or are they rather specific? Have I forgotten something? And again: This thread isn't about turning EVE into a spacecraft simulator. It is about the impacts, newtonian physics would have onto gameplay. I'm not insisting, that CCP has to change the game.
so the top speed in the universe is light in a vacuum?
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2079
|
Posted - 2013.11.22 01:34:00 -
[75] - Quote
fuer0n wrote:Neeko Demus wrote:As a physicist I can't help myself but to think "This is so wrong", everytime I undock. Think of it, as if you would see an Amarr strained at a leash by a Minimatar. I know there have been a handfull of threads about this topic. I don't want to stack the next "Make EVE more realistic" thread containing mostly "Don't break our EVE"-Posts on the pile. I neither expect nor want EVE to be a fully realistic spacecraft simulator. But I would prefer the look and feel of Newtonian Physics in EVE quite a lot. (Playing an other game is not an option.) But I also try to consider the gameplay changes, that would be implied by a major change of the physics:
- No top speed, no limits?
As the only top speed in the universe is the speed of light in vacuum, space ships at non-relativistic velocities (<30% Lightspeed) have no need to stop accelerating at max 5 km/s (~0.0017% Lightspeed) or lower. But what happens, if a player sets his vessel to max acceleration and goes afk for a couple of hours?
To answer this question, we have to define that max acceleration first. Let's assume a really fast frigate with just one capsuleer. He may endure forces, a normal human wouldn't. So let's assume a constant acceleration of 50 g (about the highest acceleration a human has withstood click). This means 500 m/s-¦ -> 30 km/s after a minute, 1800 km/s after an hour and so on. It would take over 6 hours to cover a distance of 1 AU and 1 day to reach 13 AU, flying at 14.7% lightspeed at that point. At this point the downtime would end the trip.
- Fights at high velocities
Let's assume, you're sitting in an Interceptor, as an enemy fleet drops out of warp at about 100 km from your position. Your FC orders you to burn to them. Let's say you get as fast as 5 km/s. So you would need about 20 seconds to cover the distance.(Correct me, if I'm wrong. Never flown a fleet interceptor.) What would happen, if you are not limited to 5 km/s but to about 50 g? You would also cover the distance in 20 seconds, but would reach the fleet with a velocity of 10 m/s.
- Orbiting
An other issue is orbiting. As there is no max velocity, one can always reach the ideal velocity for the radius, given by v=sqrt(a*R) v=>velocity, a=>acceleration, R=>orbital radius assuming, that the centrifugal force, necessary to maintain the orbit, comes from the thrusters of the orbiting ship.
Let's say, our 50 g-Ship would like to orbit an other ship at 40 km. Then it would need to reach a orbital velocity of 1414 m/s (angular velocity 0.03 rad/s). That would be reached in less than 3 seconds from 0 velocity. But if the ship approaches with 10 km/s, it would have to decelerate, what would take about 17 seconds.
Hard to controlMost people are concerned about controlling spacecrafts will become a lot harder in this scenario. We are used to the behaviour of cars or planes. So the behaviour of spaceships is hard to get used to. But what would really change? The most maneuvers are performed by pressing one button. What's speaking against keeping it that way. If you order the ship, to orbit at x km, you press the button, and the computer calculates the necessary maneuvers. What do you think? Are these major impacts on gameplay, or are they rather specific? Have I forgotten something? And again: This thread isn't about turning EVE into a spacecraft simulator. It is about the impacts, newtonian physics would have onto gameplay. I'm not insisting, that CCP has to change the game. so the top speed in the universe is light in a vacuum?
That's not newtonian, but it is relativistic.
Of course, things get odd when you get to significant fractions of the speed of light.
Like time dilation. And distance compression.
You can't break light speed. But you can subjectively, break it. So for you, you travel between two points in less time than light would (by your clock. By the clocks of everyone outside your frame, you took exactly the time it should take, at a sub light speed) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Crumplecorn
Eve Cluster Explorations
429
|
Posted - 2013.11.22 01:45:00 -
[76] - Quote
Neeko Demus wrote:It is about the impacts, newtonian physics would have onto gameplay. I've never understood why people assume that, in a world where magic FTL technology exists to cross systems and what is essentially magic teleportation technology exists for travel between systems, STL is realistic technology but the physics are all wacky.
It's much more consistent to simply assume that, like jump and warp drives, ship engines do not operate using known principles. [img]http://desusig.crumplecorn.com/sig.php?r=*rnd*[/img] Desusigs can be seen on the terribad new forums using bbcode enabling script (scroll down to my post for sig rotation) |

Kiryen O'Bannon
Equal Opportunity Haterz H-K Industries
15
|
Posted - 2013.11.22 05:23:00 -
[77] - Quote
All the weapons, sensors, and even the grid would need to be changed to realistic ranges. Instead of some weapons that are limited to a few thousand meters, every weapon would need a range of tens of thousands or hundreds of thousands of kilometers, minimum to have combat at all.
It'd be EVE - Honorverse version. |

Anslo
The Scope Gallente Federation
3509
|
Posted - 2013.11.22 05:26:00 -
[78] - Quote
Inty pilots would finally be able to see if Einstein was right about FTL travel..
|

CETA Elitist
The Prometheus Society
3
|
Posted - 2013.11.22 07:06:00 -
[79] - Quote
Johan Civire wrote:Tippia wrote: R... Stopped there since I ran out of breath from the laughter.  Me to because you watch to many star trek movies. And clearly this is not your cup of tea. Yah you can fire rockets in vacuum space...... NOT there is no air to travel in and the have no impact to any object in space. Because there is no gravity to make the impact. but that's not to point to say how stupid your answer is. But he some one try to insult people clearly,, you.... go back in your cave and stay there. LOL |

Amber Kurvora
109
|
Posted - 2013.11.22 12:08:00 -
[80] - Quote
I've always loved the idea of being able to roll a ship in mid combat to protect a baldy mauled side and offer up fresh armour for protection, but alas it would be far too complicated and resource hungry to pull off. That aside, having actual Newtonian physics would be a game killer. If Kerbal Space Program has taught me anything, it's that most people don't have the physics knowledge to be able to take a dump in space, let along pilot a million ton space craft through the cold empty void. In short please don't ever introduce Newtonian physics in a game which is supposed to be fun. |
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