Found a bug in ship importer, for some reason I can import ship named Turbobee.obj but wont see Turbobee.msh unless I turn on msh filter.
Sometimes cant turn off new fps counter, cant reproduce it at will though.
Was experimenting with something and for some reason very simple blender sphere brings my fps to a 2 frames, something to do with shading maybe?
Few suggestions as well.
Now, to save a ship settings you have to click on "save & close" in settings manager and then additionally on save button at the top left corner.
Its a bit misleading, since save & exit doesn't actually save your settings.
I think many modders would appreciate ability to adjust physics live in game without having to jump back and forth between ship importer and a course, constantly saving and re-loading.
I would like to see an option for "back-face culling" in game, I am having stable 75 fps at all times unless in splitscreen or for some odd reason on zephyr ridge where it still 75 but somehow very jerky, I think such option could bring some improvement.
Question to devs:
I am trying to make a ship that reacts instantly to steering input however, no matter how I set up turn speed, turn gain and turn falloff, there is still something else going on.
The ship doesnt turn instantly or stop turning after I let go of a stick.
How those values working? Are they interpolated, multiplied, percentage of a whole or something?
Are those values capped at some point, I think I went as high as 1000000 without it reverting back but without achieving desired result.
I managed to dig out some older post by Snake I think, where he talks about ship settings and what they do, it still applies right?
Code:
Max Speed - Maximum amount of force that is applied to the ship
Acceleration - How fast changes to the ship speed happen
These two values stay the same, having both of them is pretty much redundant at this point:
Power Gain - How fast the engine reaches maximum power
Power Falloff - How fast the engine losses power
Turn Speed - How fast the ship can turn
Turn Gain - How fast the ship starts turning
Turn Falloff - How fast the ship stops turning
Grip - How much drag is applied on the ships lateral axis
Slip Amount - How much the airbrakes reduce the grip
Slip Gain - How fast the airbrakes reduce the grip
Slip Falloff - How fast the ship recovers from airbrake slip
These are global across all ships:
Airbrake Speed - How fast the airbrakes rotate the ship
Airbrake Gain - How fast the airbrakes start rotating the ship
Airbrake Falloff - How fast the airbrakes stop rotating the ship
Airbrake Drag Multiplier - The percentage of the max speed using the airbrakes can slow the ship down
Airbrake Drag Gain - How fast the airbrakes slow the ship down
Airbrake Drag Falloff - How fast the ship recovers from airbrake drag