Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Saisin
State War Academy Caldari State
204
|
Posted - 2015.01.10 03:05:48 -
[1] - Quote
I just noticed that after stopping my ship keep its direction and angle from the direction it warped from instead of falling in line with the "horizontal plane" as it used to do... Is this a recent change?
If yes, kuddos to CCP for finaly gettiong rid of this silly ways ships had to stop based on laws that do not apply in space!!!!!!!
"surrender your ego, be free". innuendo.
solo? There is a new hope...
|
Abrazzar
Vardaugas Family
5797
|
Posted - 2015.01.10 03:09:13 -
[2] - Quote
Then they only need to remove the camera lock and jumble locations and stations around.
EVE: Free Falling.
Sovereignty and Population
New Mining Mechanics
|
Saisin
State War Academy Caldari State
204
|
Posted - 2015.01.10 03:10:58 -
[3] - Quote
Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :(
"surrender your ego, be free". innuendo.
solo? There is a new hope...
|
Ferni Ka'Nviiou
Republic University Minmatar Republic
247
|
Posted - 2015.01.10 03:28:29 -
[4] - Quote
Saisin wrote:Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :( It is an annoying, but rather miniscule part of the game. The direction a ship in EVE with 0 velocity is facing, has no effect regarding velocity, guns, aligning, or really any mechanic that will affect your ship. |
Saisin
State War Academy Caldari State
204
|
Posted - 2015.01.10 03:30:55 -
[5] - Quote
Ferni Ka'Nviiou wrote:Saisin wrote:Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :( It is an annoying, but rather miniscule part of the game. The direction a ship in EVE with 0 velocity is facing, has no effect regarding velocity, guns, aligning, or really any mechanic that will affect your ship. I agree with you, but it simply irks me to see it happens as it takes me out of the space-sci-fi immersion I am looking for when playing Eve. May be I am too much OCD
"surrender your ego, be free". innuendo.
solo? There is a new hope...
|
Ferni Ka'Nviiou
Republic University Minmatar Republic
247
|
Posted - 2015.01.10 03:35:20 -
[6] - Quote
Saisin wrote:Ferni Ka'Nviiou wrote:Saisin wrote:Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :( It is an annoying, but rather miniscule part of the game. The direction a ship in EVE with 0 velocity is facing, has no effect regarding velocity, guns, aligning, or really any mechanic that will affect your ship. I agree with you, but it simply irks me to see it happens as it takes me out of the space-sci-fi immersion I am looking for when playing Eve. May be I am too much OCD If that is the biggest reason for complaint in terms of immersiveness, then, well, you need to explore the game more friend |
Saisin
State War Academy Caldari State
204
|
Posted - 2015.01.10 03:38:33 -
[7] - Quote
Ferni Ka'Nviiou wrote:Saisin wrote:Ferni Ka'Nviiou wrote:Saisin wrote:Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :( It is an annoying, but rather miniscule part of the game. The direction a ship in EVE with 0 velocity is facing, has no effect regarding velocity, guns, aligning, or really any mechanic that will affect your ship. I agree with you, but it simply irks me to see it happens as it takes me out of the space-sci-fi immersion I am looking for when playing Eve. May be I am too much OCD If that is the biggest reason for complaint in terms of immersiveness, then, well, you need to explore the game more, friend. lol, you are right.. Well I am still playing and learned to ignore this minor irk.. it is just that as I came back to my computer I thought the irk had gone away and it filled me with such a dose of joy that I felt like sharing and then came the "ohh.. nevermind"
"surrender your ego, be free". innuendo.
solo? There is a new hope...
|
Herzog Wolfhammer
Sigma Special Tactics Group
6037
|
Posted - 2015.01.10 04:06:53 -
[8] - Quote
Back in the 90s I tried to make a wireframe graphic multiplayer space game where the environment was past the event horizon of a very huge wormhole - the kind that could take days to hit the singularity. This was an academic project, no attempt at trying to be an indie game maker or anything like that (If it were I would have used good fast C++ and not Jave with that horrible RMI crap)
So with each "tick", everything was moving towards the singularity. If you lost your fuel all you could do is drift towards your doom.
(The black hole environment was in fact my excuse for not having a skybox because the graphics were already at 5 FPS from 3D rendering and being on the kinds of machines available in the late 90s)
The goal of the game was to survive simply by killing other players' ships and taking their fuel. There was no way out (though that was missed in the instructions).
Bring back DEEEEP Space!
|
Nevyn Auscent
Broke Sauce
1862
|
Posted - 2015.01.10 04:10:54 -
[9] - Quote
Ships in EVE are simply stored as vectors based on movement & acceleration. The 'facing' your client shows you is client side rendered based on that movement and acceleration. This means that if your ship is stationary, it is simply a point. It has no facing. So the client approximates by rendering you with a flat facing. This is why large ships can enter warp sideways, because the sideways is simply just a client render, not the server facing (there is no facing on the server).
Part of the sphere mechanics of EVE.
I could have this entirely wrong not being an EVE Dev of course, but pretty sure it's right. |
Herzog Wolfhammer
Sigma Special Tactics Group
6037
|
Posted - 2015.01.10 04:20:07 -
[10] - Quote
Nevyn Auscent wrote:Ships in EVE are simply stored as vectors based on movement & acceleration. The 'facing' your client shows you is client side rendered based on that movement and acceleration. This means that if your ship is stationary, it is simply a point. It has no facing. So the client approximates by rendering you with a flat facing. This is why large ships can enter warp sideways, because the sideways is simply just a client render, not the server facing (there is no facing on the server).
Part of the sphere mechanics of EVE.
I could have this entirely wrong not being an EVE Dev of course, but pretty sure it's right.
That seems reasonable and a cheap way to "keep track" so to speak. Having to send orientation data over the pipe just takes up more space, and then you risk having to update the model rendering on the client side. Get rid of that and let the client make assumptions and it saves a ton of trouble (blast - wish I realized that back in 1998)
This would also explain why the ships do not correct themselves quickly when they come flying in sideways out of warp. The client is taking time to get the proper information and then the rendering is not instantly updated.
Bring back DEEEEP Space!
|
|
Unsuccessful At Everything
The Troll Bridge
19146
|
Posted - 2015.01.10 04:41:55 -
[11] - Quote
Quote:Are ships stopping keeping their alignment in space now???
Saisin wrote:Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :(
If you stop assuming you are playing a space ship game, and instead assume you are playing a space submarine game that takes place in a fluidic universe, you will find that all things in Eve tend to make more sense.
Since the cessation of their usefulness is imminent, may I appropriate your belongings?
Vote Sabriz Adoudel for CSM 10!
|
Serene Repose
2038
|
Posted - 2015.01.10 05:37:33 -
[12] - Quote
Who notices this sort of crap? Oh. Sorry.
Treason never prospers. What is the reason?
Why, if it prospers, none dare call it "treason."
|
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
886
|
Posted - 2015.01.10 06:03:53 -
[13] - Quote
Ferni Ka'Nviiou wrote:Saisin wrote:Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :( It is an annoying, but rather miniscule part of the game. The direction a ship in EVE with 0 velocity is facing, has no effect regarding velocity, guns, aligning, or really any mechanic that will affect your ship.
from gate cloak I like it. when I stop to smell the flowers, and/or shoot stuff, and then hit my MJD, it is kinda annoying. especially if I'm zoomed out just enough I can't really tell where my ship is pointed.
I'll join the chorus asking CCP, don't take my fancy names away from me!
In the name of the Limos, the Malkuth, and the Arbalest, so help me pod
- Mara Rinn
|
Sobaan Tali
Caldari Quick Reaction Force
420
|
Posted - 2015.01.10 06:43:20 -
[14] - Quote
Nevyn Auscent wrote:Ships in EVE are simply stored as vectors based on movement & acceleration. The 'facing' your client shows you is client side rendered based on that movement and acceleration. This means that if your ship is stationary, it is simply a point. It has no facing. So the client approximates by rendering you with a flat facing. This is why large ships can enter warp sideways, because the sideways is simply just a client render, not the server facing (there is no facing on the server).
Part of the sphere mechanics of EVE.
I could have this entirely wrong not being an EVE Dev of course, but pretty sure it's right.
First time I ever saw a cap do that, I thought "Huh, Pugachev's Cobra...in space! Well, maybe just ridiculously high AOA. Nice." |
Kousaka Otsu Shigure
35
|
Posted - 2015.01.10 08:19:11 -
[15] - Quote
Herzog Wolfhammer wrote:...(If it were I would have used good fast C++ and not Jave with that horrible RMI crap)...
I was gonna point and laugh at you for using Java, if I wasn't using Visual Basic 6 right now... for a DB.
Archiver, Software Developer and Data Slave
Current Project Status: Collating Forum Posts - First Pass
|
Solecist Project
All Glory to the HypnoBoobs
14421
|
Posted - 2015.01.10 08:32:23 -
[16] - Quote
It always happened that ships didn't go horizontal.
I forgot how it works.
A long ago eve friend always complained about the "arbitrary up".
Ralph King-Griffin > **** you sol, years, ****ing years since thats happend
There once was a boobee in space, from the proud gallentean race;
It was like a bubble,
always meant trouble
and jumped right into your face!
|
Lugia3
The Southern Gentleman's Social Club Easily Excited
1453
|
Posted - 2015.01.10 10:37:33 -
[17] - Quote
Herzog Wolfhammer wrote:Back in the 90s I tried to make a wireframe graphic multiplayer space game where the environment was past the event horizon of a very huge wormhole - the kind that could take days to hit the singularity. This was an academic project, no attempt at trying to be an indie game maker or anything like that (If it were I would have used good fast C++ and not Jave with that horrible RMI crap)
So with each "tick", everything was moving towards the singularity. If you lost your fuel all you could do is drift towards your doom.
(The black hole environment was in fact my excuse for not having a skybox because the graphics were already at 5 FPS from 3D rendering and being on the kinds of machines available in the late 90s)
The goal of the game was to survive simply by killing other players' ships and taking their fuel. There was no way out (though that was missed in the instructions).
Just out of curiosity, do you still have the files? Seems interesting.
"CCP Dolan is full of shit." - CCP Bettik
Remove Sov!
|
Vincent Athena
V.I.C.E.
3057
|
Posted - 2015.01.10 13:25:10 -
[18] - Quote
Herzog Wolfhammer wrote:Nevyn Auscent wrote:Ships in EVE are simply stored as vectors based on movement & acceleration. The 'facing' your client shows you is client side rendered based on that movement and acceleration. This means that if your ship is stationary, it is simply a point. It has no facing. So the client approximates by rendering you with a flat facing. This is why large ships can enter warp sideways, because the sideways is simply just a client render, not the server facing (there is no facing on the server).
Part of the sphere mechanics of EVE.
I could have this entirely wrong not being an EVE Dev of course, but pretty sure it's right. That seems reasonable and a cheap way to "keep track" so to speak. Having to send orientation data over the pipe just takes up more space, and then you risk having to update the model rendering on the client side. Get rid of that and let the client make assumptions and it saves a ton of trouble (blast - wish I realized that back in 1998) This would also explain why the ships do not correct themselves quickly when they come flying in sideways out of warp. The client is taking time to get the proper information and then the rendering is not instantly updated. As ship facing is handled by the client, CCP could add a feature called "spaceship-like movement" as an option. If you checked it, ships would point int he direction they are accelerating rather than the direction they are moving, and they would not "settle" once they came to rest. As this is all happening client side, it would place no additional load on the server.
Know a Frozen fan? Check this out
Frozen fanfiction
|
Ioci
Bad Girl Posse Somethin Awfull Forums
554
|
Posted - 2015.01.10 13:40:28 -
[19] - Quote
Ferni Ka'Nviiou wrote:Saisin wrote:Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :( It is an annoying, but rather miniscule part of the game. The direction a ship in EVE with 0 velocity is facing, has no effect regarding velocity, guns, aligning, or really any mechanic that will affect your ship.
Because it's just a sequence of timers. It's the glory mechanic that makes 'Bump mechanic' such a ******* nuisance.
As for your observation OP, go on test server and warp a bunch of ships to a bookmark, leave them there. Before you jump out, align them all to another location. It will look like the fleet of ships are all pointing to the same location. Now, jump on another character and head over. You get the bowling pin effect. It's pure UI.
R.I.P. Vile Rat
|
Herzog Wolfhammer
Sigma Special Tactics Group
6041
|
Posted - 2015.01.10 19:56:18 -
[20] - Quote
Lugia3 wrote:Herzog Wolfhammer wrote:Back in the 90s I tried to make a wireframe graphic multiplayer space game where the environment was past the event horizon of a very huge wormhole - the kind that could take days to hit the singularity. This was an academic project, no attempt at trying to be an indie game maker or anything like that (If it were I would have used good fast C++ and not Jave with that horrible RMI crap)
So with each "tick", everything was moving towards the singularity. If you lost your fuel all you could do is drift towards your doom.
(The black hole environment was in fact my excuse for not having a skybox because the graphics were already at 5 FPS from 3D rendering and being on the kinds of machines available in the late 90s)
The goal of the game was to survive simply by killing other players' ships and taking their fuel. There was no way out (though that was missed in the instructions). Just out of curiosity, do you still have the files? Seems interesting.
Yes. You want them?
Bring back DEEEEP Space!
|
|
Brigadine Ferathine
Volition Cult The Volition Cult
35
|
Posted - 2015.01.10 21:56:16 -
[21] - Quote
Saisin wrote:I just noticed that after stopping my ship keep its direction and angle from the direction it warped from instead of falling in line with the "horizontal plane" as it used to do... Is this a recent change? If yes, kuddos to CCP for finaly gettiong rid of this silly ways ships had to stop based on laws that do not apply in space!!!!!!! Seriously though why does this happen. Incredibly irritating. Especially for ratters in battleships that struggle to pre align before the blob of interceptors get to them. Unfair advantage if you ask me. The terrible physics of this game needs to be a focus of CCP. |
ISD Ezwal
ISD Community Communications Liaisons
3508
|
Posted - 2015.01.10 22:33:41 -
[22] - Quote
Ioci wrote:As for your observation OP, go on test server and warp a bunch of ships to a bookmark, leave them there. Before you jump out, align them all to another location. It will look like the fleet of ships are all pointing to the same location. Now, jump on another character and head over. You get the bowling pin effect. It's pure UI. You can also see that on TQ. Anchored containers slowly rotate. If you log in two accounts and warp on both to the same location containing an anchored container, you will witness that the rotation of the container will virtually never be in sync as the container and it's rotation is rendered locally by two different clients. That can be quite immersion breaking I have to admit.
Yes, just like the OP, I'm a sucker for immersion.....
ISD Ezwal
Vice Admiral
Community Communication Liaisons (CCLs)
Interstellar Services Department
|
Nevyn Auscent
Broke Sauce
1864
|
Posted - 2015.01.11 04:06:21 -
[23] - Quote
Brigadine Ferathine wrote: Seriously though why does this happen. Incredibly irritating. Especially for ratters in battleships that struggle to pre align before the blob of interceptors get to them. Unfair advantage if you ask me. The terrible physics of this game needs to be a focus of CCP.
What you are talking about is irrelevant to aligning. Read my post on page 1 about how it works. |
Baneken
Arctic Light Inc. Arctic Light
453
|
Posted - 2015.01.11 08:54:20 -
[24] - Quote
Everything in EVE is handled by spheres because that was likely the easy way to make the physics work as to why ships always face 'up' is because some people get easily disoriented and having a definite 'up' helps a lot to alleviate the feeling.
Not to mention that most players feel more familiar with a submarine style physics then the actual Newtonian ones and because restricting in the universe to a certain 'plane' helps a lot when you try to do your utmost in avoiding things like true 3d planets and other celestial objects to avoid lag. |
Saisin
State War Academy Caldari State
213
|
Posted - 2015.01.11 18:52:55 -
[25] - Quote
Vincent Athena wrote: As ship facing is handled by the client, CCP could add a feature called "spaceship-like movement" as an option. If you checked it, ships would point int he direction they are accelerating rather than the direction they are moving, and they would not "settle" once they came to rest. As this is all happening client side, it would place no additional load on the server.
agreed.. Even if they look different from other pilots perspective because it is only done client side, asnd I would assume only for your ship, at least from your own screen your ship would display in a logical position.
"surrender your ego, be free". innuendo.
solo? There is a new hope...
|
Sabriz Adoudel
Glorious Revolutionary Armed Forces of Highsec CODE.
4358
|
Posted - 2015.01.13 05:10:35 -
[26] - Quote
Herzog Wolfhammer wrote:Lugia3 wrote:Herzog Wolfhammer wrote:Back in the 90s I tried to make a wireframe graphic multiplayer space game where the environment was past the event horizon of a very huge wormhole - the kind that could take days to hit the singularity. This was an academic project, no attempt at trying to be an indie game maker or anything like that (If it were I would have used good fast C++ and not Jave with that horrible RMI crap)
So with each "tick", everything was moving towards the singularity. If you lost your fuel all you could do is drift towards your doom.
(The black hole environment was in fact my excuse for not having a skybox because the graphics were already at 5 FPS from 3D rendering and being on the kinds of machines available in the late 90s)
The goal of the game was to survive simply by killing other players' ships and taking their fuel. There was no way out (though that was missed in the instructions). Just out of curiosity, do you still have the files? Seems interesting. Yes. You want them?
You should make this into an indie game.
Chaos. Opportunity. Destruction. Excitement... Vote #1 Sabriz Adoudel for CSM 10
|
Exotic Matters
Fried Liver Attack
24
|
Posted - 2015.01.13 05:20:33 -
[27] - Quote
Just accept that New Eden is actually an alternate universe with different laws of physics. A game that actually followed Newtonian mechanics (much less relativity) would be horrible to play for so many reasons.
I do wish that the camera didn't get stuck pointing straight up and straight down, rather than being able to pan completely in 360 degrees vertically the same as it works horizontally. |
Ranger 1
Ranger Corp Vae. Victis.
6139
|
Posted - 2015.01.13 05:40:52 -
[28] - Quote
Baneken wrote:Everything in EVE is handled by spheres because that was likely the easy way to make the physics work as to why ships always face 'up' is because some people get easily disoriented and having a definite 'up' helps a lot to alleviate the feeling.
Not to mention that most players feel more familiar with a submarine style physics then the actual Newtonian ones and because restricting in the universe to a certain 'plane' helps a lot when you try to do your utmost in avoiding things like true 3d planets and other celestial objects to avoid lag. Indeed.
I suppose you could always preserve the sense of immersion by saying that the propulsion systems in EVE ships are reacting to the galactic plane (most solar systems and even galaxies are disk shaped, not round).
Or that they do this due to a Concord ruling have all nav computers do this to simplify navigation and docking procedures.
Or simply because of Falcon, whatever you prefer.
View the latest EVE Online developments and War Thunder game play by visiting Ranger 1 Presents.
|
Herzog Wolfhammer
Sigma Special Tactics Group
6061
|
Posted - 2015.01.13 06:20:18 -
[29] - Quote
Sabriz Adoudel wrote:Herzog Wolfhammer wrote:Lugia3 wrote:Herzog Wolfhammer wrote:Back in the 90s I tried to make a wireframe graphic multiplayer space game where the environment was past the event horizon of a very huge wormhole - the kind that could take days to hit the singularity. This was an academic project, no attempt at trying to be an indie game maker or anything like that (If it were I would have used good fast C++ and not Jave with that horrible RMI crap)
So with each "tick", everything was moving towards the singularity. If you lost your fuel all you could do is drift towards your doom.
(The black hole environment was in fact my excuse for not having a skybox because the graphics were already at 5 FPS from 3D rendering and being on the kinds of machines available in the late 90s)
The goal of the game was to survive simply by killing other players' ships and taking their fuel. There was no way out (though that was missed in the instructions). Just out of curiosity, do you still have the files? Seems interesting. Yes. You want them? You should make this into an indie game.
Good God no.
Look it's so bad, even Depression Quest would beat it in a players' choice award round and I'm not talking the final rounds.
Looking back, my positional update system attempted matrix transformation across the server which was a greater part of being horribly slow, and the typecasting from Java's version of faked abstracts is nightmarish. I have looked at the code myself and wonder if I was stoned the whole time and don't remember.
Bring back DEEEEP Space!
|
Alavaria Fera
GoonWaffe
6523
|
Posted - 2015.01.13 08:26:24 -
[30] - Quote
Ioci wrote:Ferni Ka'Nviiou wrote:Saisin wrote:Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :( It is an annoying, but rather miniscule part of the game. The direction a ship in EVE with 0 velocity is facing, has no effect regarding velocity, guns, aligning, or really any mechanic that will affect your ship. Because it's just a sequence of timers. It's the glory mechanic that makes 'Bump mechanic' such a ******* nuisance. As for your observation OP, go on test server and warp a bunch of ships to a bookmark, leave them there. Before you jump out, align them all to another location. It will look like the fleet of ships are all pointing to the same location. Now, jump on another character and head over. You get the bowling pin effect. It's pure UI. Now to test this with bomb launchers. Do the bombs go out in a direction or not....
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |