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Vorqoth
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Posted - 2007.05.24 23:15:00 -
[1]
Does anyone know if they have said anything about the ship-physics in the new engine? Will they still behave like floating boats? This is a big immersionbreaker for me. When 2 ships are close and about to collide and they swing around like silly, looks really stupid, especially big ships.
I hope they tweak this so we get the space-feel we all want.
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DubanFP
Caldari Four Rings D-L
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Posted - 2007.05.24 23:36:00 -
[2]
I believe it's just supposed to be an overhaul of the graphics engine and that the physics engine "how stuff moves" won't change. ____________
DubanFP > where ever there is a player that's getting too rich, wherever there's an industrial with too much loot, wherever there is a noob with too much smack we'll be there... |

Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.05.24 23:42:00 -
[3]
Originally by: DubanFP I believe it's just supposed to be an overhaul of the graphics engine and that the physics engine "how stuff moves" won't change.
Correct. -----
[Coreli Corporation Mainfrane] |

CrestoftheStars
Perkone
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Posted - 2007.05.24 23:42:00 -
[4]
they properly will not.. but yes they should tweak it, atleast so the effect matched the sieze of the ship... frigs having any effect on a bs.. absort... but well ___________________________________________ Humans take everything that is beautiful and sweet and turn it into something horrifying and ugly.
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Karash Amerius
Amarr O.E.C Legionnaire Services Ltd.
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Posted - 2007.05.24 23:43:00 -
[5]
No physics changes were ever mentioned in the upcoming graphical revamp. Personally I would love to fight around large Veldspar or Stations and have LOS mean something, but the fanboi community states it will just create more lag. Pity.
Merc Blog |

Jane Spondogolo
NoobWaffe
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Posted - 2007.05.25 00:00:00 -
[6]
The reason I suspect for the physics, is more to do with server load. Eves physics are very simple, and for a reason. Calculating collisions on a super complicated 3d polygon for 700 ships in real times during a fleet battle a complete computing horror. Calculating it for a bunch of bounding spheres with simplified physics is much easier.
It'd be nice. Damn nice. But I suspect the CCP boys have to first work out how to stop the servers melting every time the players get together for a gang bang. And that, is probably more pressing and vexatious an issue to CCP's finest minds then getting the physics more realistic.
But give it time. Maybe one day. 1200 person non-laggy pow-wows with realistic physics would be incredibly fun. ______ Unrepentant Southern Federation Cheerleader.
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Jane Spondogolo
NoobWaffe
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Posted - 2007.05.25 00:01:00 -
[7]
Originally by: Karash Amerius No physics changes were ever mentioned in the upcoming graphical revamp. Personally I would love to fight around large Veldspar or Stations and have LOS mean something, but the fanboi community states it will just create more lag. Pity.
Man I'd love it if asteroids could be bumped. Playing bowling with supercaps on asteroid fields filled with macrominers would be hilarious. ______ Unrepentant Southern Federation Cheerleader.
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Hellman109
Gallente Advanced Security And Asset Protection
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Posted - 2007.05.25 02:34:00 -
[8]
Originally by: Jane Spondogolo Man I'd love it if asteroids could be bumped. Playing bowling with supercaps on asteroid fields filled with macrominers would be hilarious.
But if properly implemented they would do damage to your ships/shields though, as it would have to repell that mass.
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Admus
Mobius Construct Knights Of the Southerncross
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Posted - 2007.05.25 04:19:00 -
[9]
I think our good ol' EvE demigods here at CCP should the fighter-drone flight animations into player vessels. Of course, you don't want your battleship going all Top-Gun, pulling snap rolls, or generally behaving like Tom Cruise in any way, but directional thrusters on the sides of the ship would really make things more immersionicifiable. ---------------------------------------------------------- "Villains always have antidotes. They're funny that way." |

Idara
Caldari Missioners Anonymous
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Posted - 2007.05.25 04:22:00 -
[10]
Hopefully they look at and tweak (read: FIX) seeing a capital ship be rocked around like a...something, I dunno...when hit by missiles. It just looks stupid. --- in EVE - Idara |
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Raketenkaese
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Posted - 2007.05.25 04:24:00 -
[11]
online games weary of becomming haxored prolly never will get up to par with games running on your local machine.
Not until a majority will be hooked up with fiber atleast, which prolly isnt a guarantee for improments anyways.
So, they have a finite limit for what they can acheive and it s reached for the moment.
If stuff was to be calculated client side, we all know what would happen.
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Janu Hull
Caldari Order of Z Industries
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Posted - 2007.05.25 04:24:00 -
[12]
Yummy, real world physics...
A Condor accelerating at 2900 meters per second with real world physics should be able to cross a star system in less time than it would take to warp there. This including a second of drift and turning around midway to decellerate.
This is my sig, there are many others just like it. With me, my sig is worthless. Without (or with even) my sig, I am worthless... |

F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.05.25 04:29:00 -
[13]
Originally by: Janu Hull Yummy, real world physics...
A Condor accelerating at 2900 meters per second with real world physics should be able to cross a star system in less time than it would take to warp there. This including a second of drift and turning around midway to decellerate.
Nope.
Warp speed is several times the speed of light. So there's no may, even at 2900 m/s/s you'd beat warp, unless it were a very short distance.
But that's neither here nor there, because we'll never EVER get real physics.
It would be nice if they fixed it so mass actually mattered, and tiny ships would bounce off large ones with no effect on the large one - the small one may end up several AU away though . They could just say that the shields provide a buffer so the ship isn't damaged, but momentum is conserved.
I used to get It. Then It changed. Now I don't even know what It is.
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Celestial Prospector
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Posted - 2007.05.25 04:33:00 -
[14]
Can anyone give me a link to where this new graphics engine has been discussed? I am very interested but haven't heard of it as I am relatively new.
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Almarin Enchura
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Posted - 2007.05.25 04:50:00 -
[15]
Originally by: Janu Hull Yummy, real world physics...
A Condor accelerating at 2900 meters per second with real world physics should be able to cross a star system in less time than it would take to warp there. This including a second of drift and turning around midway to decellerate.
I don't think so. I'm going to give 40AU as an average jump. Now an AU (Astronomical Unit) is the distance from the Earth to the sun. Light travels at 300,000,000m/s. Now, it takes light from the sun approximately 8.33 minutes to reach Earth. Therefore to travel 40 AU without warp drive (takes about 14 seconds at 2.9AU/s which is the warp speed for most ships) would take 5.55 hours at light speed, or disregarding the light speed barrier, 435,000,000,000m/s (1450c) to arrive in 14 seconds.
Unless I've messed up in my math somewhere, which is entirely possible.
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Tkar vonBiggendorf
Gallente
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Posted - 2007.05.25 05:21:00 -
[16]
Your math looks good.
I think the confusion is "accelerating" and "meters per second" which don't line up. A Condor traveling at 2900 m/s would take forever to get there. A Condor accelerating at 2900 m/s2 (meters per second per second) is what Janu seems to be talking about. However, ships in Eve don't accelerate forever. They have a top speed.
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Trisha Banks
Minmatar Republic University
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Posted - 2007.05.25 08:01:00 -
[17]
Edited by: Trisha Banks on 25/05/2007 08:03:55
Originally by: Tkar vonBiggendorf Your math looks good.
I think the confusion is "accelerating" and "meters per second" which don't line up. A Condor traveling at 2900 m/s would take forever to get there. A Condor accelerating at 2900 m/s2 (meters per second per second) is what Janu seems to be talking about. However, ships in Eve don't accelerate forever. They have a top speed.
but then this is about making eve's physics more realistic, and how does top speed in 0-g make sense? :)
everything else in your post seems spot on.
trisha
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Brutus Proqqus
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Posted - 2007.05.25 08:23:00 -
[18]
slightly offtopic but still.
Doesn any1 know how long it might take for CCP to implement the new graphics? The only thing i dislike about EVE atm is the ship graphics and some other models/textures. I think it would do the player base good if the new graphics would be introduced soon seeing as all other MMORPGS that are in development now really have asskicking graphics.
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F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.05.25 08:56:00 -
[19]
Originally by: Tkar vonBiggendorf Your math looks good.
I think the confusion is "accelerating" and "meters per second" which don't line up. A Condor traveling at 2900 m/s would take forever to get there. A Condor accelerating at 2900 m/s2 (meters per second per second) is what Janu seems to be talking about. However, ships in Eve don't accelerate forever. They have a top speed.
This is true. But ships in the real world don't accelerate forever either. Just look up Einstein and Relativity on Wiki. You can't accelerate forever, as your mass will increase as you approach the speed of light. As your mass increases, your acceleration will decrease (assuming a "constant" rate of acceleration). Thus you will eventually reach a finite speed which is well short of the speed of light, which is well short of warp speed.
Hopefully someone else will be able to give the formula, which is really quite simple, but a pain to express in a text format.
I used to get It. Then It changed. Now I don't even know what It is.
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fuze
Gallente Defense Advanced Research Projects Agency
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Posted - 2007.05.25 09:04:00 -
[20]
At least they can use the physics engine of the DX10 API to have cooler splosions. |
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Vorqoth
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Posted - 2007.05.25 09:48:00 -
[21]
Originally by: Jane Spondogolo The reason I suspect for the physics, is more to do with server load. Eves physics are very simple, and for a reason. Calculating collisions on a super complicated 3d polygon for 700 ships in real times during a fleet battle a complete computing horror. Calculating it for a bunch of bounding spheres with simplified physics is much easier.
It'd be nice. Damn nice. But I suspect the CCP boys have to first work out how to stop the servers melting every time the players get together for a gang bang. And that, is probably more pressing and vexatious an issue to CCP's finest minds then getting the physics more realistic.
But give it time. Maybe one day. 1200 person non-laggy pow-wows with realistic physics would be incredibly fun.
Yes, I understand that having working realistic physics for the actual objects is impossible. My thoughts are more like what Admus said, tweak the animations etc so it looks better. Only changes to the actual physics might be to set collision distance for the spheres further away to avoid ships cutting into eachother, that shouldnt effect serverload should it?
There must be ways to simulate these things without adding real physics.
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Phoenix Britannian
Gallente Virtue Corporation
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Posted - 2007.05.25 10:45:00 -
[22]
They probably should do something with ship bumping physics. Instead of having both ships move, they should have whichever one is more massive continue on whatever it's doing and the less massive one move out of the way.
- Phoenix Britannian |

Pattern Clarc
Celtic Anarchy
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Posted - 2007.05.25 11:37:00 -
[23]
Edited by: Pattern Clarc on 25/05/2007 11:35:47 I've spent some time in a zero-friction flight simulator.

It was ******* awesome, takes about 20 hours to really get the hang of. You learn very quickly to use control speeds, a velosity you stick to when your not flying in a straight line. Control speeds are dependant on your average acceleration in all 3 axis' and your rate of roll/yaw, your reaction times , and also the density and complexity of our route.
My average control speed was 300ms on a ship with an average acceleration of 8g (forward acceleration of 20g was only useful for straight line stuff)...
real physics would be fun in a space combat sim... but eve isn't a space combat sim... it's more an animated turn based role play game, with space ships Sig removed lacks EVE content, email [email protected] if you have any questions - Xorus |

Vorqoth
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Posted - 2007.05.25 13:45:00 -
[24]
Originally by: Idara Hopefully they look at and tweak (read: FIX) seeing a capital ship be rocked around like a...something, I dunno...when hit by missiles. It just looks stupid.
Yes! Totally ruins the impression that its supposed to be a huge ship.
Originally by: Phoenix Britannian They probably should do something with ship bumping physics. Instead of having both ships move, they should have whichever one is more massive continue on whatever it's doing and the less massive one move out of the way.
Agreed. And if its two massive ships then make it look like they use sidethrusters to avoid the bump. Nothing fancy needed really. If they just detected the collision earlier, stoped without cutting into eachother, then make a slow small and elegant spin without a silly wiggle.
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