News
:
Nomination phase in the ModDB Mod Of The Year 2008 Awards has begun! Help MWLL by voting for us!
Home
Forum
Calendar
Login
Register
MechWarrior: Living Legends
>
Public Discussion
>
Ideas and Suggestions
>
Planes
Pages: [
1
]
2
3
...
11
Go Down
« previous
next »
Print
Author
Topic: Planes (Read 7265 times)
Spyro
Recruit
Offline
Posts: 151
Planes
«
on:
April 24, 2008, 02:30:31 PM »
you might not be able to do this however I think it would be cool if you could, anyway would it be possible to change maneuvering ability of a plane at different speeds? the maneuvering would be reduced and low and high speeds and maximized in the middle (called corner velocity -IRL it is specific to different planes, designs, and weights, this is the speed at which turning is best). this way we don't get BF2 where the faster you go the faster you turn, and avoid the opposite. Also please for the love of sports do not make gravity work both ways...again BF2 is a bitch here (accelerating at the same rate as diving when you are climbing). Lastly are we able to include Energy? For those who don't know what this is, a plane executes a 6G 60 degree banked turn, speed of the aircraft is reduced from 480 mph to 400 mph in the 6 second turn with thrust and altitude remaining constant, also simply, an aircraft dives and gains speed from 400 mph to 480 mph in 3 seconds.
P.S. I created a scout plane for a Supreme Commander Mech Warrior mod we where working on (since been scrapt)...I might not still have the file but if I do (and after retooling) do you guys accept models from new people like myself (of course if they are good enough to be worthy of this game also)? a side note, it was created in Wings 3D if there is any program file transfer problems this might create.
Logged
PhelanPatrickKell
Bondsman
Offline
Posts: 12
Re: Planes
«
Reply #1 on:
April 24, 2008, 03:55:36 PM »
I can't 100% confirm your questions, nor speak on behalf of the Dev's(so I won't.
), but everything I've seen and heard about the newest Crytek gaming engine suggests the Physics are quite effective at creating realism.
This being said, I'm almost 100% certain that gravitation forces will effect aerospace fighters appropriately, be it low, mid or high speeds, as well as climbing and diving, etc.
If I'm wrong, the Dev's are certain to correct though. ^^
Logged
MWLLKeeper
Professional Amature
MWLL DEV
Lance Sergeant
Offline
Posts: 446
Re: Planes
«
Reply #2 on:
April 24, 2008, 09:13:13 PM »
Actually, somewhat...
To answer your question, I want to start by saying, thought the NUMBERS may make say that (and they are right) it doesn't necessarily mean that it will FEEL like that is happening. For example, though I've programmed several of the things you've mentioned, on the scale that a game like this runs (a combined arms game, not a flight combat game) it simply doesn't FEEL like that is happening (even when I know it is). For example, the other day we figured out that the current limit for speed in crysis is 100 m/s...which is roughly 400km/h...the areospace were flying this fast, and until we checked the numbers, it did NOT feel that fast. The big thing is, that as soon as your airborn and lose all points of referance, your speed is very difficult to discern visually.
Now, that being said, yes many of the features you are talking about I am personally working on right now. Banking/turning will cause slowdowns, and I even am working on a stall feature, where the vehicles are capable of going into a flat spin if turned too hard. If they turn too fast, they will not generate enough speed and will lose control as well as lift. At the moment, it feels a bit unnatural, because it feels more like a "sliding" effect (like skating sideways on ice) but I plan to put in rotational effects, as well as turbulance, so not only do you have more of an indicator of whats going on, but it also feels more real (and hopefully, is more fun).
Any other questions?
Logged
siodseraph
Guest
Re: Planes
«
Reply #3 on:
April 25, 2008, 12:25:32 AM »
Wow that sounds great
Can't wait so sit in a plane myself and try it out!
And welcome to the forum Spyro! Too bad your team didnt finish the SupCom mod! I would have been one to use that in an instant. I love that game and having mechs in it would make it even better (not the mechs they already have .. the REAL ones
)
Logged
siodseraph
Guest
Re: Planes
«
Reply #4 on:
April 25, 2008, 06:22:47 AM »
Quote from: MWLLKeeper on April 24, 2008, 09:13:13 PM
At the moment, it feels a bit unnatural, because it feels more like a "sliding" effect (like skating sideways on ice) but I plan to put in rotational effects, as well as turbulance, so not only do you have more of an indicator of whats going on, but it also feels more real (and hopefully, is more fun).
I think you could see that slide effect in the pre-alpha video footage by the way. Not sure if it's the one you are referring to though.
Can't wait to see a video of all those effects! Once you get it done be sure to post it in a newsletter or the forum for us to see
Logged
ToeBall
Code Monkey One
Lead Dev
Star Captain
Offline
Posts: 1163
Re: Planes
«
Reply #5 on:
April 25, 2008, 09:01:22 AM »
No, the pre-alpha footage was just done with very early code so some of the aerospace were still set up as vtols while others were hard to keep airborne.
Logged
Sturmadler
Recruit
Offline
Posts: 90
3rd RCT - Star League Armed Forces
Re: Planes
«
Reply #6 on:
April 25, 2008, 09:34:45 AM »
Will Aerospace fighters legitimately have room to manuever? Will they be able to reach higher altitudes than VTOLs?
Logged
"To achieve this major project goal, we feel more time is needed." - And all the Whos down in Whoville cried "boo-hoo"
ToeBall
Code Monkey One
Lead Dev
Star Captain
Offline
Posts: 1163
Re: Planes
«
Reply #7 on:
April 25, 2008, 11:01:11 AM »
They will be altitude capped though they aren't right now. They can cross the map right now but dogfighting space hasn't been a problem in testing so far. Hitting the the opponent isn't easy though at those speeds and in a fur ball.
Logged
PhelanPatrickKell
Bondsman
Offline
Posts: 12
Re: Planes
«
Reply #8 on:
April 25, 2008, 11:28:20 AM »
Quote from: MWLLKeeper on April 24, 2008, 09:13:13 PM
Actually, somewhat...
To answer your question, I want to start by saying, thought the NUMBERS may make say that (and they are right) it doesn't necessarily mean that it will FEEL like that is happening. For example, though I've programmed several of the things you've mentioned, on the scale that a game like this runs (a combined arms game, not a flight combat game) it simply doesn't FEEL like that is happening (even when I know it is). For example, the other day we figured out that the current limit for speed in crysis is 100 m/s...which is roughly 400km/h...the areospace were flying this fast, and until we checked the numbers, it did NOT feel that fast. The big thing is, that as soon as your airborn and lose all points of referance, your speed is very difficult to discern visually.
Now, that being said, yes many of the features you are talking about I am personally working on right now. Banking/turning will cause slowdowns, and I even am working on a stall feature, where the vehicles are capable of going into a flat spin if turned too hard. If they turn too fast, they will not generate enough speed and will lose control as well as lift. At the moment, it feels a bit unnatural, because it feels more like a "sliding" effect (like skating sideways on ice) but I plan to put in rotational effects, as well as turbulance, so not only do you have more of an indicator of whats going on, but it also feels more real (and hopefully, is more fun).
Any other questions?
My only question is: Were you guys always this awesome?
Logged
TimoBlastem
MechWarrior
Offline
Posts: 302
Re: Planes
«
Reply #9 on:
April 25, 2008, 11:30:11 AM »
Good. Killing things with a plane shouldn't be easy. A plane is way overpowered when a good pilot gets into it.
My question is, how high can these things go, and is there a visual range limit as if flying above clouds? Or will people be able to see you at all times, not matter how far away you are?
Oh, and you said somewhere that there's dynamic lighting available. How the hell will flying be accomplished at night? Will you have any instrumentation, or will pilots have to ground their planes for the night?
Logged
ToeBall
Code Monkey One
Lead Dev
Star Captain
Offline
Posts: 1163
Re: Planes
«
Reply #10 on:
April 25, 2008, 11:34:56 AM »
Well, at night you'll probably use light amplification mode. You may or may not use your marker lights. I don't know what we'll be doing with instrumentation quite yet though.
Logged
Spyro
Recruit
Offline
Posts: 151
Re: Planes
«
Reply #11 on:
April 25, 2008, 08:41:43 PM »
few questions then, 1) is there a radar on the plane? 2) will we be able to control any vertical thrust that is given due to it being very futuristic tech?
P.S. do you still need anything 3D worked on in terms of aerospace fighters? they are my specialty and are scrutinized by my brother after completion. I notice you have basically everything done but if there's anything I can do or anything that hasn't been done yet I can make it quick, put some basic details and see if you like where its going or just detail it fully. Im just trying to help out, if you don't need it thats perfectly fine
«
Last Edit: April 25, 2008, 08:55:07 PM by Spyro
»
Logged
ToeBall
Code Monkey One
Lead Dev
Star Captain
Offline
Posts: 1163
Re: Planes
«
Reply #12 on:
April 25, 2008, 11:39:47 PM »
1) There will be a radar, though at the moment it's not implemented.
2) It's not a VTOL
Logged
ToeBall
Code Monkey One
Lead Dev
Star Captain
Offline
Posts: 1163
Re: Planes
«
Reply #13 on:
April 27, 2008, 09:54:45 AM »
Just for grins... here's a video I made a while ago with the early flight physics of me flying a Sulla nap of the earth through one of our levels. Keep in mind everything in this video has been changed, the Sulla's a bit different, the level has since been redone, and the aerospace movement model has made quite a bit of progress, but it'll give you an idea of the scale we're actually talking about.
http://flickr.com/photos/toe_ball/2445283533/in/set-72157604160451293
Logged
siodseraph
Guest
Re: Planes
«
Reply #14 on:
April 27, 2008, 10:03:36 AM »
really nice video. Nice flight through the city. I think we will enjoy the planes a lot if that's already the early stage. Can't wait to see the final product.
Logged
Pages: [
1
]
2
3
...
11
Go Up
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Public Discussion
-----------------------------
=> General Discussion
=> Community Involvement
=> Ideas and Suggestions
=> Tech Forum
=> Join The Team
=> Battletech Universe
=> Player Communities Recruiting
-----------------------------
Off Topic
-----------------------------
=> Other Gaming
=> Toast
Loading...