Important question been buggin me for months (physics Q)

The best Modding forum in the Armada community, some of the best modders come here.

Moderators: MrVulcan, thunderchero

Post Reply
User avatar
Cadet 1st Year
Cadet 1st Year
Posts: 4
Joined: Thu Jan 07, 2010 3:00 am

Important question been buggin me for months (physics Q)

Post by jahh75 » Mon Feb 01, 2010 2:40 am

OK , so ive been playing the ST vs SW for months now, I go back and forth between that and my ST project. I need to know what i can do to the following physics files that will allow me to change how the small fighters react to one another and also to the larger ships. They current behavoir when they meet and enemy is to just sit still in a group, not move and fire away. Im hoping there is a more realistic , faster way to get them to attack one another more realistic to there movie counterparts. For instance, flying by the enemy squadron then turning around for another pass, taking tight turns and attacking again. Any physics experts that can assist. Here is an example of one of the physics files, no changes have been made yet.


// Ship's full throtle forward speed when under impluse power.
// You can change this as much as you like without having to
// send the pilot back to Starfleet Academy
impulseSpeed = 30
warpSpeed = 100

//Docking speed parameters
//dockingSpeedFactor is a multiplier of the impulse speed
dockingSpeedFactor = 2.5
//the yawRotationRate is the docking rotation in radians per second
yawRotationRate = 0.72
//rollRotationRate is the docking roll rotation in radians per second (not currently used)
rollRotationRate = 0.24

// Roll is moving one wing up and the other down. So the
// max roll determines how much the ship banks when turning.
// Again you can change this as much as you like without
// going back to Starfleet Academy.
maxRoll = 50

// The turn radius, in meters. If you change this, you'll need
// to send the pilot back to Starfleet Academy.
turnRadius = 10


// When moving or attacking, if our ultimate destination is
// further than this, move at warp. If not, move at impulse.
tooCloseForWarp = 10;

// When we're moving, if we're closer to our goal point than
// this, don't try to circle around and hit it. Just stay where
// you are.
tooCloseToTurn = 40;

// When we're turning, we move at impulse speed. When
// we're more or less facing our target, we move at warp
// speed. This is what we mean by "more or less", in degrees.
headingCloseEnoughForWarp = 30;


// Pay no attention to the man behind the curtain.

// When path following, we follow a point on our path that's
// this far in front of us.
pathLeadDistance = 150;


// Your turning ability drops off as you slow down, but even
// when you're not moving, you can still rotate in place slowly.
// The first number is, when you're stopped, what fraction of
// max turning speed you have, out of 1.0. The second number is
// your velocity, in m/s, when the coefficient has climbed to
// 0.5.
velocCoeffStill = 0.4
// As a fraction of overallSpeed.
velocWhenCoeffHalf = 0.7

// Pitch is moving the nose up/down. The bigger the
// pitchRotationSpeed, the faster the ship can enter/leave a
// dive or climb. maxPitch is the maximum climb or dive angle,
// in degrees. This MUST be less than 90, although 89 is ok (I
// think.)
pitchRotationSpeed = 0.0667
maxPitch = 70

// Roll is moving one wing up and the other down. Analogous to
// the pitch controls above.
rollRotationSpeed = 0.52

// frontBackInertia: the bigger this number, the longer it takes
// to get up to speed. Bigger ships should have larger
// inertias, as this helps give the illusion of mass.
frontBackInertia = 5

// These two are self explanitory. They're in meters/sec.
maxReverseSpeed = 0.6667

// When the ship changes it's facing, it's velocity doesn't
// instantly change to the same direction. When it's pulling a
// tight turn, if you look closely, you'll notice them
// "skidding" like someone doing a handbrake turn during a car
// chase. These inertias control how much skidding, basically.
// They should be much smaller than the frontBackInertia.
upDownInertia = 3.75
leftRightInertia = 3.75

// The ships have the ability to move vertically, like in Wrath
// of Khan, although this isn't used for much right now.
maxVerticalSpeed = 0.3333

// The rest of these are set automatically from the physics
// parameters. If you only change the above parameters a
// little, you probably don't need to recalculate these. But if
// you change them a lot, you'll need to. They control the
// control loops, things like how far ahead to start coming out
// of a turn or when to start braking. If these are set all
// wrong, you'll get poor performance from the vehicles. You
// may not even notice. For example, the ship might start
// breaking long before it needs to, and get slower and slower
// as it approaches the destination, when it could break at the
// last minute.

// Generic control parameters
pitchControlStiffness = 10
braccelControlStiffness = 4.0
liftControlStiffness = 10

// ServoHeightPitch parameters
shp_verticalVelocCoeff = -30.497
shp_verticalPosCoeff = -1.400
shp_pitchVelocCoeff = 115.033
shp_pitchAngleCoeff = 7.556

// ServoYaw parameters
sy_yawAngleCoeff = 0.927
sy_velocAngleCoeff = 0.4
sy_yawVelocCoeff = 0.1
sy_rollVelocCoeff = 0
sy_rollAngleCoeff = 0

// ServoPitch parameters
sp_pitchVelocCoeff = 0.000
sp_pitchAngleCoeff = -2.639
sp_velocAngleCoeff = 1.491

// ServoPitchLift parameters
spl_pitchVelocCoeff = -61.284
spl_pitchAngleCoeff = -1.238
spl_pvelocAngleCoeff = -0.676
spl_verticalVelocCoeff = 3.001
spl_lvelocAngleCoeff = -1.653

Post Reply

Who is online

Users browsing this forum: Bing [Bot]