want my ships to move like stardestroyers, help me.

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weyoun782
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want my ships to move like stardestroyers, help me.

Post by weyoun782 » Sat Dec 13, 2008 2:30 am

I'm working on a little mod and I need to know what I need to modify to make my venator star destroyers move like from the movies, in that they should not turn on a dime, and they turn slowly. I don't want the ships to move slowly, I just want the turning to be more accurate to the movies, and not turn so freakishly fast.

anyone have an idea?

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Post by pepperman » Sat Dec 13, 2008 10:11 am

hint: try modding the physics files

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Post by steviegirl » Sat Dec 13, 2008 12:15 pm

A2 :these files are in the odf files,under command.A1...I belive the the files are in the addon folder!You'll need to copy the battleship physics file and re-write it to suit your needs.Remember......think before ya do,don't do before ya THINK!!This thought helps when modding,and don't forget to take notes on some level,just incase ya have too start all over,that way you'll remember were ya left off!!

"Live for nothin',DIE for somethin'!"
"He´s dead Jim,you get the tri-corder,I´ll get his wallet."

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Post by MrVulcan » Sat Dec 13, 2008 12:25 pm

This problem has been on my to-do list for a while and I decided to research it a little following your first post on the subject. I've tried some 30 different physics settings, but the turning rate and turning radius seemed to be unaffected. If anyone had any success with the physics files, please speak up :)

There are still a few things I need to try with the physics files. Will let you know how that goes.

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Post by weyoun782 » Sat Dec 13, 2008 3:26 pm

pepperman wrote:hint: try modding the physics files


I know that, I've tried modding the physics files to no avail. Looking to see if anyone had any success with the physics files. "hint: try modding the physics files" doesn't help me much. I still think your the best though pepperman.

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weyoun782
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Post by weyoun782 » Sat Dec 13, 2008 3:28 pm

steviegirl wrote:A2 :these files are in the odf files,under command.A1...I belive the the files are in the addon folder!You'll need to copy the battleship physics file and re-write it to suit your needs.Remember......think before ya do,don't do before ya THINK!!This thought helps when modding,and don't forget to take notes on some level,just incase ya have too start all over,that way you'll remember were ya left off!!

"Live for nothin',DIE for somethin'!"

thanks for nothing. you wouldn't believe how many backup files I have on my computer with the five mods I have. and you should see the legal pad I have next to my computer. how about you don't post unless you are going to help the person!

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Post by weyoun782 » Sat Dec 13, 2008 3:32 pm

ok cool Mr. Vulcan.

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Post by MrVulcan » Wed Dec 17, 2008 4:22 pm

Hey weyoun782

I've played around some more with the physics files and I think I've made some progress :) Still, there are some problems with ship behaviour. Currently, they look decidedly drunk and have trouble steering. This should be fixable though.

Not sure yet what changed the turning rate as I was trying a number of things. Will post an update when I find out for certain.

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Post by weyoun782 » Wed Dec 17, 2008 5:48 pm

ok cool, I can't wait

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Post by MrVulcan » Sun Dec 21, 2008 12:08 am

Alright, here's what I think is happening with A1 physics.

Most parameters are read from the fastphys.odf file. Only a few lines have any effect at all in all other physics files.

Unfortunately, some of the more important parameters like rotation speed and inertia are defined in the fastphys.odf.

I couldn't test all variable as there are close to 30 of them in the physics files. Still, I'm farely certain that only the following lines have any effect in other physics files: (added comments on the effects of each variable)


impulseSpeed = 20
warpSpeed = 80

// When moving or attacking, if our ultimate destination is
// further than this, move at warp. If not, move at impulse.
// Also, ships slow down to impulse speed when they are this
// close to the destination
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.
// Not very useful unless you have ships wil high frontBackInertia
// (or low braccelControlStiffness) and have trouble stopping.
tooCloseToTurn = 50;

// 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.
// Also, this more of less controls the turn radius. If set to a high value,
// ships will try to turn at warp speed.
headingCloseEnoughForWarp = 30;

// When path following, we follow a point on our path that's
// this far in front of us.
// Don't know what this does, but this line is important. If set to a small
// value, ships will go around in circles and might actually forget where
// they are going :S
pathLeadDistance = 150;

Note: the values are taken from the original fastphys file. Haven't tested these enough to suggest anything useful.

THe docking parameters might work in other physics files as well, but I've not tested this either.


If you want to reduce the turning rate of ALL ships, you can edit these lines in the fastphys.odf:

// If your ships are not much larger than the sov, could set this to 30.
turnRadius = 7.5; // I set this to 30

// Initial turning rate. Should only decrease this if you don't want
// your ships to turn while stationary.
velocCoeffStill = 0.3; // left this at 0.3

// This value is NOT in m/s as original comments suggest. This is a ratio to impulse speed (or warp, not sure).
velocWhenCoeffHalf = 0.7; // I set this to 1.5

// This makes ships skid during turns. Seems to also increase the turn radius for faster ships.
leftRightInertia = 5; // I set this to 8


Also, to make this ships look like they actually have mass, you could increase the frontback inertia:

frontBackInertia = 60; // was at 7.5

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Post by MrVulcan » Sun Dec 21, 2008 12:47 pm

Physics files are rather poorly explained, and are indeed the most difficult to mod, in my opinion. I wrote that post with the assumption that the person reading has at least some experience modding physics files.

Note to self: write a physics tutorial.

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