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Thread Statistics | Show CCP posts - 1 post(s) |
Permian
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Posted - 2006.06.19 18:22:00 -
[1]
why does your ship slow down when you turn afterburners off?
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Marionaitte
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Posted - 2006.06.19 18:32:00 -
[2]
Because you're not using it anymore. :D
I assume you're thinking about physics or something. If you're at a certain speed in space and there's no inertia, I suppose you should keep the same speed. In theory.
In a game however every advantage like this has to have a cost, so you have to keep it running to keep your speed.
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Higg Sboson
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Posted - 2006.06.19 18:46:00 -
[3]
Well, it shouldn't. The suspesion of physical laws is rampant in EVE, but it does enhance game play. There are numerous threads on this, but it's pointless to pursue them.
I have a list of 47 discrepancies so far, it doesn't bother me, "that's just the way it is".
Cruise misles? - give me a break. |
Zaphoniggan
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Posted - 2006.06.19 18:47:00 -
[4]
Originally by: Higg Sboson Well, it shouldn't. The suspesion of physical laws is rampant in EVE, but it does enhance game play. There are numerous threads on this, but it's pointless to pursue them.
I have a list of 47 discrepancies so far, it doesn't bother me, "that's just the way it is".
Cruise misles? - give me a break.
I'm a big enough nerd to be interested in such a list, care to share? ------------------------------------------ I refuse to use a sig until my avatar is up.
Wait, this is a sig.... |
Davion Wallcheck
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Posted - 2006.06.19 18:53:00 -
[5]
Because submarine physics are easyier to code and easyier to play than space physics.
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Marionaitte
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Posted - 2006.06.19 18:59:00 -
[6]
Originally by: Davion Wallcheck Because submarine physics are easyier to code and easyier to play than space physics.
:) Next patch they'll rename the ships from birds to fish.
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Himo Amasacia
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Posted - 2006.06.19 19:48:00 -
[7]
nope its not submarine pohysics. sublarines have to work against the downforce of graf\vity and they have problesn seeing through areas that water changes temperature..
If you want think of it like sailing ships and just engoy it. if you want some relitivistic physics action try orbital or an old game Independance war 2.
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Abye
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Posted - 2006.06.19 20:07:00 -
[8]
Elite 2 Frontier and its successor Frontier 2: First Encounters used a newtonian flight model for flying within a space system. Confused lots of players but i liked it.
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Faeden Pain
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Posted - 2006.06.19 22:03:00 -
[9]
Edited by: Faeden Pain on 19/06/2006 22:04:24
Originally by: Marionaitte Because you're not using it anymore. :D
I assume you're thinking about physics or something. If you're at a certain speed in space and there's no inertia, I suppose you should keep the same speed. In theory.
Technnically you keep accelerating, All you are fighting against is inertia, and gravity should you get too close to a celestial body :) With the engines firing you are accelerating at a given rate. With no friction to hold you back you would continue to accelerate at that same rate as long as the engines were firing. Turn all the engines off and you speed then would remain static...assuming no gravitational influences
However, to the OP...as people said...this game doesnt exactly take physics into account
I drank WHAT?!!?!.....Socrates |
Permian
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Posted - 2006.06.20 02:20:00 -
[10]
i think its cool that the dopplar effect is taken into account when you warp, tho
however..if u were really travelling at like 3 au per second, would you even see anything at all??
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Bishop Endarr
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Posted - 2006.06.20 02:51:00 -
[11]
If 3 AU/s is equal to, or greater then the speed of light, I don't think you'd see anything, but I'm no physicist.
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Promon Delnai
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Posted - 2006.06.20 03:25:00 -
[12]
I believe I did the math once and 2 AU/s is roughly 40 times the speed of light.
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Tarth
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Posted - 2006.06.20 03:41:00 -
[13]
Yeah, I believe it takes light about 8 minutes to reach earth. Now imagine how fast we burn across systems haha. I think the previous posts calculation is about right.
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Sujanra Acoma
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Posted - 2006.06.20 04:47:00 -
[14]
My Rifter warps at 6 AU/sec.
Let's do the numbers...
Light goes 186,000 miles per second. Light takes 8 minutes (480 seconds) to reach Earth. So, from the Sun to the Earth, 1 AU, is about 89,280,000 miles.
Traveling at 1 AU/sec, you'd be going 89,280,000 miles per second, or 480 times the speed of light.
Now, at 6 AU/sec... 6 AU is 535,680,000 miles. So, at full warp, that's 535,680,000 miles per second, or 2280 times the speed of light.
I'm pretty sure I did that all right... I'm a little tired. --- Join channel: "Eve University" or read here |
Clinton Pose
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Posted - 2006.06.20 07:04:00 -
[15]
Originally by: Zapho*****n
Originally by: Higg Sboson I have a list of 47 discrepancies so far, it doesn't bother me, "that's just the way it is".
I'm a big enough nerd to be interested in such a list, care to share?
I'd like to see it as well. Care to post it or a URL?
-- Clinton Pose
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Grimwalius d'Antan
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Posted - 2006.06.20 08:29:00 -
[16]
Originally by: Permian i think its cool that the dopplar effect is taken into account when you warp, tho
however..if u were really travelling at like 3 au per second, would you even see anything at all??
I believe Einstein's theory was that you do. He said that if you travel faster than the speed of light and look yourself in the mirror, you will still see yourself because of how time is relative. I have no idea what that really means, but I would think that when we see a planet in warp, we're actually seeing an old version of it, since we are faster than light and time. Sort of like how the light we see coming from the stars are very old renditions of what the stars look like, because we got here before the light did.
Dark Shikari knows. He always do.
Griefing is to ruin a friendly game, which Eve is not. |
Dark Shikari
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Posted - 2006.06.20 09:12:00 -
[17]
Originally by: Grimwalius d'Antan
Originally by: Permian i think its cool that the dopplar effect is taken into account when you warp, tho
however..if u were really travelling at like 3 au per second, would you even see anything at all??
I believe Einstein's theory was that you do. He said that if you travel faster than the speed of light and look yourself in the mirror, you will still see yourself because of how time is relative. I have no idea what that really means, but I would think that when we see a planet in warp, we're actually seeing an old version of it, since we are faster than light and time. Sort of like how the light we see coming from the stars are very old renditions of what the stars look like, because we got here before the light did.
Its simpler than that.
1. Everything you see in EVE is simulated, so EVE removes all relativistic effects.
2. In EVE, like in all games with a warp drive, you travel locally slow, and globally fast. This is how a warp drive works: as one cannot travel locally fast (as in greater than the speed of light), one must travel at a slow speed locally and find a way to turn that into a fast speed globally. Thus, you'll be able to see anything in your "bubble" of space just fine, as its all travelling with you at a slow speed.
--Proud member of the [23]--
-WTB Platinum Technite, WTS Nanotransistors, Heavy Electron II, 100mn AB II- |
Mikkel Lybecker
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Posted - 2006.06.20 09:24:00 -
[18]
In the backstory to EVE, it says that EVE is actually a separate universe to the one that we know. Therefore it could be reasonable to assume that the laws of physics have the potential to be different in the new universe. Which is good for people who like cruise missiles, fiery explosions and cargo containers that don't whizz off into deep space as soon as you blow up whatever was carrying them. --
Mikkel Lybecker |
Anarlina
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Posted - 2006.06.20 23:27:00 -
[19]
Well, another way to look at it is that even though you travel faster than light, it doesn't make light invisible to you. Even if you can travel locally fast, light being reflected off a planet will still be detectable by your ship, for example. This is because that you 'collide' with the light being reflected, and 'pass through' it (think of light behaving like a stream of water, you still get somewhat wet, no matter how fast you try to cross the stream).
Of course, there would be some interesting effects at such speeds, similar to the doppler effect.
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Yuu Sato
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Posted - 2006.06.21 00:07:00 -
[20]
Is this a joke topic? To make it easier for you to understand. The afterburn are pushing the ship to fly faster, without it the ship will go back to it's normal speed.
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Lienzo
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Posted - 2006.06.21 01:10:00 -
[21]
Edited by: Lienzo on 21/06/2006 01:11:52 It is because there seem to be no permanent-state effects on ships beyond a few client-based effects such as hull breach flames. I'm skeptical that the server processes even a byte of information regarding the hull breach flames unless you are docked.
The server doesn't seem to recognize many fixed state adjustments to your avatar. When any stat changing mod affects something, it generally only has a cycle time.
Your "hp" for example never really changes its max so long as all valid module slot entries are toggled as active.
Likewise, any permanent change to your ship's max velocity stat seems to need to come from other tables.
There are no real buffs/debuffs in EVE as in other games, hence no popular support roles. Similarly, because there is so little group-npc content that usually preceeds the implementation of such a world mechanic, most processes are oriented towards player conflict, and the inherent meta-gaming demands of those participants. Hence little focus on realism in world aesthetics.
Assault Missile Launcher Improvement
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Dark Shikari
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Posted - 2006.06.21 01:12:00 -
[22]
Originally by: Yuu Sato Is this a joke topic? To make it easier for you to understand. The afterburn are pushing the ship to fly faster, without it the ship will go back to it's normal speed.
What would "push" the ship back to its normal speed? There's no friction in space.
However, in almost all space-based RPGs and MMORPGs, space is treated as if it was filled with water, and friction is added.
--Proud member of the [23]--
-WTB Platinum Technite, WTS Nanotransistors, Heavy Electron II, 100mn AB II- |
Corunna ElMan
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Posted - 2006.06.21 01:53:00 -
[23]
Edited by: Corunna ElMan on 21/06/2006 01:53:23 The only reason you don't slow down in Newtonian space is because of inertia.
The only reason you can travel as fast as you do in EVE and pull maneuvers like you do (without being reduced to a fine red goo inside your pod) is because of inertial dampeners. One would have to presume that the inertial dampeners work in conjunction with your current amount of thrust, which is why your speed remains static, but drops if thrust is no longer applied. - - - - - "Never offend people with style when you can offend them with substance." - Sam Brown
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Permian
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Posted - 2006.06.21 11:39:00 -
[24]
the inertia dampner thing i can buy but wouldnt that be in the pod?
if turning off afterburners didn't slow you down, you could accelerate to infinite speeds since your cap recharges infinitely
so they dumbed down the physics. and it's probably for the best
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Grimwalius d'Antan
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Posted - 2006.06.21 11:48:00 -
[25]
Originally by: Permian the inertia dampner thing i can buy but wouldnt that be in the pod?
Every ship above frigate size has crew members. Battleships has thousands of them.
If you want another take on the roleplaying aspect of it, just pretend that The Department of Interstellar Traffic has regulated the maximum travelspeeds to avoid having ships being flown into planets and stations. So many complete newbies are piloting after they get their pod pilot license =)
Griefing is to ruin a friendly game, which Eve is not. |
Corunna ElMan
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Posted - 2006.06.21 16:29:00 -
[26]
Originally by: Permian the inertia dampner thing i can buy but wouldnt that be in the pod?
The pilot is not the only thing subject to inertia. In order for the ship to move as it does, inertia would have to be cancelled for the entire ship. - - - - - "Never offend people with style when you can offend them with substance." - Sam Brown
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Gaius Sejanus
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Posted - 2006.06.21 18:58:00 -
[27]
Why do you slow down when your AB turns off? Friction from space air.
Why do EVE ships travel (not including warp) so abysmally slowly (the real world space shuttle orbits the earth roughly 10 times faster than the fastest interceptor on a MWD, and the Apollo missions went more than double the speed of an inty)? Friction from space air.
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Ral YoungBeard
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Posted - 2006.06.21 21:01:00 -
[28]
How come the Bumpageddon can smack into a hauler at Mach 6.5 and neither one takes any damage?
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Anarlina
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Posted - 2006.06.21 22:28:00 -
[29]
Originally by: Corunna ElMan
Originally by: Permian the inertia dampner thing i can buy but wouldnt that be in the pod?
The pilot is not the only thing subject to inertia. In order for the ship to move as it does, inertia would have to be cancelled for the entire ship.
From what I can tell, inertia /isn't/ canceled for the whole ship. Inertia is what leads to things like turning radii, stopping distances, and so on. If you cancelled inertia on the whole ship, you could do a 180 on a dime, at 3000m/s... which isn't true. However, with the ability to stop as fast as EvE craft do, the inertia of the people on board would turn them into paste without inertial dampeners. You can get a ship to turn pretty fast, or stop/accelerate pretty fast in space, you just normally can't do it while keeping everything intact.
Inertial Dampeners don't really explain why you have to thrust in space as if there was friction in this game, and they aren't needed to explain the maneuvering. Although the streaks from the thrust are eye-candy... so they keep it. :)
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Kathas Rom
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Posted - 2006.06.21 23:42:00 -
[30]
Well, here's a simple answer that fits with the game at least. The section of the 'verse that contains the Eve "world" is a stellar nursery and is filled with large amounts of stellar gas and dust (hense the "clouds" and nebula). When a starship's boosters are turned off, there is a large amount of friction slowing the ship down.
This also explains why we can see the lasers.
Join channel: "Eve University" or read here |
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