So the rotation does not mess up any of the vector maths used for AI navigation? (This assumes AI also barrel-roll).
But sounds simple and it works.....result!
So the rotation does not mess up any of the vector maths used for AI navigation? (This assumes AI also barrel-roll).
But sounds simple and it works.....result!
Last edited by Rotational_aspect; 29th May 2012 at 10:37 AM.
You guys want them to barrel roll on highest difficulty? Ok, no problemAs for rotation issue, no it does not mess it up cos ships are not barrel rolling on mag-strips so i can rotate them on world-y-axis and steering don't interfere with ship's local-z-axis rotation xd
Still i have to get rid of some issues that camera has while rolling...
EDIT: Anyone is willing to test barrel rolls, mag-strips and track alligning? https://rapidshare.com/files/2920865818/Test.rar
note: To get to the other side of jumps you have to perform a barrel roll, to restart use "r", to reset ship's bank use "h", camera is still in debugging (and yes, ship is rotating properly but camera makes it look different), track is a little f** up in one place on mag-strips as i haven't selected all faces on the end of it and ship jumps a little. Enjoy or wait until I'll upload version with side shifts which i'll make if I'll want to xd
Last edited by zero3growlithe; 29th May 2012 at 03:52 PM.
So I've tried to redo the Airbraker ship.
Airbraker ship concept #3 with description(picture only)
I have no idea how to draw intakes -.-'
Critique and comment,please.
The shapes become better but still, I have to say, it looks like some bricks put together. Try to make it more "round". I'm sure it'll be a good ship, just keep on working on it![]()
Try now (it was downloading but i had to change it anyway because i've uploaded wrong file as always...)
https://rapidshare.com/files/2920865818/Test.rar
just a reminder lads and for those of you who haven't seen it yet we already have lots of teams, with models and designs even some quite far along in design that are most likely not gonna be in the game yet so the people doing 3d work are concentrating on tracks for the moment, if you do design a team though I'd suggest drawing out the ship, or better yet make a 3d model of it. that would save a lot of work for the ones doing 3d, but just to give you an idea: I have been working for a while... well rather I had been but it's been cut from the roster, for the foreseeable future, on a team called SAGE, it's quite far along the evolutionary line and still not very close to being in the game so when making a team make sure to design it as much and as far as you can or you're not really giving us much to work with ^^; follow F.e.i.s.a.r's example and design it with both plan and side view for one I'd also suggest making a paint scheme though as it's seriously draining to come up with many of them that don't conflict. Sage ny kåpa.pngSage redesign2 alt7.jpgSage redesign2 alt.jpgSage redesign2 alt2.jpgSage redesign2 alt3.jpgSage redesign2 alt4.jpgSage redesign2 alt5.jpgSage redesign2 alt6.jpgSage redesign2.jpgsageredes.jpg
Just had a quick play, physics are coming along well, starting to get that WO vibe. I'm not a big fan of your method of BR though, it looks a bit strange since it is an instant roll with no secondary motion (i.e. its pure object translation with no animation at all).
But other than that, smoking!
@Aspect:Secondary motion? What do you mean?it is an instant roll with no secondary motion
btw. Is ship is not falling too fast when in air?
@Feisar:Change browser, turn off commercial killer software, reinstall system, change system, etc.Ok...what to do...
The ship is falling way too fast. Sometimes drops way too quickly to land on the other side of the jump...
The roll feels kinda weird, like it looks like the ship has no moment of inertia... Are you using a rotation transform over time or a torque force to roll the ship?
But I like the system. For a smoother rotation you can use the circular motion equations: angle=initial angle+rotspeed*t+(1/2)*(angular acceleration*t^2) instead of just angle=(rotspeed*t) like you probably have; You can get the angular acceleration by using the Torque equation: T=angular_acceleration*I, where I is the moment of inertia of the ship. I can calculate the I for you since it depends on the models.
I'll make a few graphs for this. I'll consider the ships' mass below 1000kg.
Also, instead of using increased gravity to pull the ship down, you can make the thrust only work horizontally, i.e. multiply the vertical component of the thrust vector by 0 when the ship is in mid-air. You think you can make that?
EDIT: Here are some of the ships' longitudinal MOI (Kg.m^2):
SOLARIS C062 MOI
6.5702e+003
CERN MOI
1.5142e+004
AMPHITHERE D14 MOI
1.0869e+004
LOGOS MOI
7.5150e+003
HELIOS 1C MOI
6.8389e+003
I can make you a program to calculate this in C. All you have to input is the mass and width of the craft.
Ok here's the graphs for torque and acceleration:
Attachment 6211
I calculated the torque from the pressure that the air puts on the airbrakes, that's why it varys with speed.
Equations used:
MOI= 1/3*M*L^2+M*(L/2)^2; (M=total mass; L=width)
F=0.4*(((v*sin(pi/6))/3.6).^2); (F=force on airbrakes; (v*sin(pi/6))/3.6= vertical component wind speed at fully deployed airbrakes in m/s; )
T=2*(F*R); (T=Torque; F=airbrake Force; R=L/2)
a=T/I; (a=angular_accel; I=MOI; T=Torque; )
Last edited by Xpand; 29th May 2012 at 06:44 PM.
ooookaaaaay... x_x I will work on it... but not now as I'm a bit busy with car licence exam which is... day after tommorow and short test which is tommorow...
Maybe a little bit too fast right after the barrel roll. It feels like after the barrel roll it get's pushed down immediantly... Like this:
|air##
|------barrelroll
|--------------##
|-----------------#
|------------------#
It should be more like this:
|air##
|------barrelroll
|---------------#####
|----------------------###
|--------------------------#
Hope you get the idea ^^
And please fix the camera, otherwise ppl get motion sickness after performing a barrel roll xD But the ship movement itself is awesome and the controls feel great. Good job!
EDIT: Good luck on your drivers licence!!!
Last edited by docfo4r; 29th May 2012 at 06:42 PM.
LOL sorry...
Good luck on that!
I still have to get my drivers license too... Haven't been feeling like doing it, but it can be necessary some day....
Also I updated the post...
For now you can use one value of the MOI for all the ships instead of all those, just to test it. Then when you start to make diferent stats for each ship you can add the diferent MOIs to them...
Last edited by Xpand; 29th May 2012 at 06:51 PM.
Thanks! Anyway, as for SlipStream GX i'll probably rewrite most scripts (those main ones) and make them clean and smooth as baby's butt because they're damn hard to surf through and some things can be made better and simplier... that's damn much additional work to do but very useful. Idea from post 3 posts higher.
Best of luck with the license zero just make sure you're not suckered into becoming the designated driver for all your friends and family though (speaking from experience here) it kinda sucks.
and proton if you want you can add me on skype and we can do some collab on those ads!
Good luck with your exam, Zero! Just as a joke, why not put the WipeOut 3 CD in your car as you do your exam? I'm sure your WipeOut piloting skills will serve you well.....just try not to barrel roll too many times
Just remember when pulling off- on Go! floor the accelerator!
Secondary motion is a term in animation that describes motion that happens as a consequence of primary animation- e.g. a car aerial / furry dice will wave around if a car stops suddenly. With the ship rotation, the cycle stops and starts at the same speed without any slower motion at the start or end.
Just having a description doesn't make it useful. To make a team you must have:
Name;
Description;
Model/Drawing, even if it is just a simple perspective view.
This also applies to F.E.I.S.A.R. I know you worked a lot on your ship, but you need to refine it even more if you want it to be used on the game. Try drawing original wipeout ships for practice. From there you can get the elements that will make up your new ship.
Sorry if I seem blunt when I say this, but even this being a community game things have to remain above a certain level of refinement.
I hope you understand that. I can't wait to see what you come up with.
Zero, good luck with your exam! And if anything goes wrong, do a barrel roll!
But now, seriously, can I take a look on the codes? maybe i can figure something out to help you in those issues.
And Amaroq, I kinda liked the idea of putting some Cold Storage with BreeTech, but I was thinking more 'bout something like Electronic Micro Animal.
I mean, this song in particular.
What do you think?