Equipment affecting speed/maneuverability
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Just a quick question; Is it possible to make weapons/equipment affect your speed or manoeuvrability?
To be precise, I would like to make it that when a torpedo launcher is mounted, the ship suffers speed and turning rate loss.
Thanks for your time!
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Equip Drag (Link) 7k Applies linear drag to external equipment. See EquipDrag.cpp for usage. (1.1) v1.01 C++ Equip Mass (Link) 4k Adds mass of equipment and cargo to the ship's mass. See EquipMass.cpp for usage. (1.1) v1.00 C++ ```http://adoxa.110mb.com/freelancer/plugins.html#equipdrag http://adoxa.110mb.com/freelancer/plugins.html#equipmass
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With EquipMass plugin you may also to take cardamine or synthetic marijuana and do negative mass ))
And you will feel maneuverability!
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Doh!
I forgot to check Adoxa’s page before asking, thanks very much!
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More cardamine and marijuana - the more “hallucinations” )
And a negative weight will shoot your ship far away from sector with ever-increasing speed ) -
That’s… Kinda awesome. xD
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Okay, now that I got to play around with these a bit, it seems that while both of these do effect the way the ship handles speed wise (which is great), the turning appears completely unaffected.
I dunno whether perhaps I’m just doing it wrong, or…
Any help? xD
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Adding mass to a weapon would impact the maximum acceleration available and in real world physics this would add to overall ship rotational inertia.
However FL uses a simplified flight model that only has inertia data for the ship as below from the shiparch
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000Using T = WI where T=18000-15000 = 3000 and I =2800
Then W = T/I = 3000/2800 = angular acceleration the agility of the ship weps don’t have this code so I think that’s the problem, perhaps you can add it but it might not work
CK256
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which brings me to an idea of more complexity than we have with equipmass.dll:
what about mass and thrust forces being the only values for a ship to fly. no maximum speed, no maximum rotation speed, everything just like in real physics - the longer you apply a force to the object, the more you increase its velocities… though to play with this would be too weird xD