Spaceship control scheme suggestions
|
|
DoctorOfSpace | Date: Sunday, 22.04.2012, 02:46 | Message # 1 |
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
| I saw the poll on the front page and I figured I'd register and give a few suggestions and keep up to date on happenings with Space Engine.
Recently I played another game similar to space engine called Spaceway and they have a neat idea on ship control but it seems their most simplistic control is with the num pad. A control system like this would be very nice in Space Engine if it were mapped out to the free mode style of control. Basically the WASD, space bar, Q and E tilting, and controlling speed in real time with the scroll wheel. I know the end goal is a game of some sorts but I think a free mode and free space flight mode would also be a great addition to those of us who just want to fly around a spaceship without limitations on fuel and resources.
I really like free mode as its great for taking screen shots but I think when spaceship mechanics are added it would be nice to be able to fly spaceships around in a sort of free mode control style alongside a fuel system for a more realistic exploration feature.
If these were covered by the poll on the front page I'd love a nice explanation to those mechanics. I've only ever played Orbiter and I didn't care for that much.
Anyways keep up the good work, its a great program.
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
Edited by DoctorOfSpace - Sunday, 22.04.2012, 02:49 |
|
| |
HarbingerDawn | Date: Sunday, 22.04.2012, 06:44 | Message # 2 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Now that this thread exists, I want to throw my two cents in
I fully agree with the poll option "Realistic physics and simplified control (automatic calculation of orbits, engine burns, etc)", but I just want to add something. I think that Orbiter-like controls where nothing is calculated for you and everything is manual is too much to have as a default control scheme in SE, it would be too much for most people to work with. So the idea of having burns, orbits, delta-v etc calculated for you is good. An autopilot feature so that the computer can perform some or all of these maneuvers with minimal user input would also be a good feature for people who aren't great pilots
But I also think that having these helpful features be optional is a good idea too. I would like to be able to fly as I do in Orbiter if I want, but also have the option of having some of the trajectories, burns, etc calculated - or even flown - for me, depending on how I feel like flying. That way anyone from spaceflight novices to Orbiter veterans can enjoy the flight scheme, without sacrificing accuracy in physics or flight models.
In short, somewhat like Orbiter with autopilot options and/or visual aids.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
|
|
| |
Cunnah | Date: Sunday, 22.04.2012, 09:26 | Message # 3 |
Observer
Group: Newbies
United Kingdom
Messages: 5
Status: Offline
| I kind of agree with this idea of an optional on board navigational computer. However for the future I would like to see this kind of device to be a physical entity on the ship. What I mean is although I know you don't wish to turn this into star wars but you could put a damage model for bad piloting skills or random events to spice things up. this would allow for fun scenarios.
for example a complete computer failure for in a hardcore mode means you have to bring a ship under control using only the basic instruments.
Edited by Cunnah - Sunday, 22.04.2012, 09:27 |
|
| |
Hasforjs97 | Date: Monday, 09.07.2012, 00:41 | Message # 4 |
Space Pilot
Group: Translators
Spain
Messages: 107
Status: Offline
| [Moved from this thread: http://en.spaceengine.org/forum/11-721-1]
I really don't totally like the ship controls, because they're experimental, but I suppose there will be easier controls in the future: If you let me suggest (I don't know if it's been said yet): It would be nice to have the realistic controls we now have (with implementing turning intertia, orbit maps and thinks like that which I suppose you have already planned to do), but then, you could activate the inertial dampeners (like in Star Trek ) to easily control the ship making its direction depend on its facing, so it always goes forward (well I suppose you know how the IDs work). I think It would be a good idea for interstellar or interplanetary flights, then when you are in the planet of course, you would orbit it like it's been always done... I hope my suggestion can help you if you hadn't already thinked about it (anyway I imagine you had )
My desktop: Pentium G3260 @ 3.30GHz 8.0 GB DDR3 AMD Radeon HD 5570 1GB
|
|
| |
HarbingerDawn | Date: Monday, 09.07.2012, 01:05 | Message # 5 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Hasforjs97, more accurate spacecraft control and physics, first person, virtual cockpit, HUD, multi-function displays, propellant, engine burns (manual or calculated), atmospherics, docking, and basically anything you might have in Orbiter is planned for the future already
A simple flight model (like you were mentioning with the IDs) goes contrary to the vision of SpaceEngine, but I suspect will probably be added in some capacity in the future.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
|
|
| |
ggrof | Date: Monday, 09.07.2012, 05:35 | Message # 6 |
Observer
Group: Newbies
Brazil
Messages: 1
Status: Offline
| Isn't possible, instead simplified OR "hardcore" spaceship controls insert both options in Space Engine? The first one like a "easy" mode and the second somthing like a "realistic" or "pro" mode?
|
|
| |
HarbingerDawn | Date: Monday, 09.07.2012, 06:20 | Message # 7 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Hello ggrof, welcome to the forum. Please take a moment to read the forum rules. A thread about spacecraft control suggestions already exists here.
What you suggest is not a bad idea. But the idea of a simple flight model runs counter to the vision of SpaceEngine. That said, even a realistic flight model would be designed to be user-friendly and easy to fly.
And as I mentioned to Hasforjs97, I wouldn't be surprised to find that simple flight model functionality is added into the engine eventually, though I suspect there would be limits on when it could be used.
But this is all just speculation, I don't know for certain how development will proceed. Thank you anyway for your suggestion.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
|
|
| |
DoctorOfSpace | Date: Monday, 09.07.2012, 06:33 | Message # 8 |
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
| Quote (Hasforjs97) I really don't totally like the ship controls, because they're experimental, but I suppose there will be easier controls in the future
I think the implemented controls are actually pretty good. Id much prefer if the hyperdrive was like the default propulsion and wasn't effected so badly by gravity and the regular propulsion was more like the hyperdrive is. That would make flying straight and adjusting much easier since the mouse wheel would be a direct input in speed change rather than having to roll the wheel then tap the back, forward, or stop key.
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
|
|
| |
Hasforjs97 | Date: Monday, 09.07.2012, 09:33 | Message # 9 |
Space Pilot
Group: Translators
Spain
Messages: 107
Status: Offline
| Well, I know SpaceEngineer wants to make a realistic space simulator, but I don't know how possible is the theory of the IDs. Anyway, I suppose when the ships are finished, we will have Quote (HarbingerDawn) accurate spacecraft control and physics, first person, virtual cockpit, HUD... all these, so It will be some kind of Orbiter with amazing procedural planets. Obviously (and I suppose its going to be done) if we have a realistic simulator we won't be able to accelerate more than 8G with manned vessels, because the crew would smash..., but If we have an hyperdrive to travel interstellar, it means that the ships would anyway need IDs for the hyperdrive, so maybe we could use simple controls when travelling interstellar, but then when we leave hyperspace we would use normal orbits and "difficult" controls again.
My desktop: Pentium G3260 @ 3.30GHz 8.0 GB DDR3 AMD Radeon HD 5570 1GB
|
|
| |
DoctorOfSpace | Date: Monday, 09.07.2012, 09:40 | Message # 10 |
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
| Quote (Hasforjs97) we won't be able to accelerate more than 8G with manned vessels, because the crew would smash
I'm just going to assume that if a civilization can build hyperdrives or any form of advanced propulsion they have a vast understanding and control over physical laws and inertial dampers exist.
Something like this http://en.memory-alpha.org/wiki/Inertial_damper
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
|
|
| |
HarbingerDawn | Date: Monday, 09.07.2012, 09:53 | Message # 11 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote (Hasforjs97) if we have a realistic simulator we won't be able to accelerate more than 8G with manned vessels, because the crew would smash.. Actually this has been addressed, and mechanisms (plausible and fictional) have been put forth to negate that limitation.
Quote (Hasforjs97) but If we have an hyperdrive to travel interstellar, it means that the ships would anyway need IDs for the hyperdrive Why would IDs be necessary for hyperdrive?
Quote (DoctorOfSpace) I'm just going to assume that if a civilization can build hyperdrives or any form of advanced propulsion they have a vast understanding and control over physical laws and inertial dampers exist. Well we know that warp drives and such are theoretically possible to implement without violating any physical laws. The same cannot be said of inertial dampers. That said, the hyperdrives that are planned for SpaceEngine will be based on purely fictional technology.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
Edited by HarbingerDawn - Monday, 09.07.2012, 10:10 |
|
| |
DoctorOfSpace | Date: Monday, 09.07.2012, 10:00 | Message # 12 |
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
| Quote (HarbingerDawn) Why would IDs be necessary for hyperdrive? Didn't say they would be needed for the use of a hyperdrive.
Quote (HarbingerDawn) Well we know that warp drives and such are theoretically possible to implement without violating any physical laws. The same cannot be said of inertial dampers. If you can control space itself then it just seems highly likely you could make something to control inertia.
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
|
|
| |
HarbingerDawn | Date: Monday, 09.07.2012, 10:10 | Message # 13 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote (DoctorOfSpace) Didn't say they would be needed for the use of a hyperdrive. Gah, it put the wrong name on the quote
Quote (DoctorOfSpace) If you can control space itself then it just seems highly likely you could make something to control inertia. That is a logical fallacy. We understand the manipulation of spacetime and how it can be accomplished. Inertia is a separate issue; we don't even know what causes inertia, let alone how to negate it.
Your conclusion is analogous to someone from 200 years ago concluding that if in the future we could manipulate matter on a subatomic scale, then we would likely also be able to cure all diseases. It's easy to see how that conclusion could be reached, but it would not have been correct.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
|
|
| |
DoctorOfSpace | Date: Monday, 09.07.2012, 10:22 | Message # 14 |
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
| Quote (HarbingerDawn) if in the future we could manipulate matter on a subatomic scale, then we would likely also be able to cure all diseases. That seems like a bit of a stretch considering the complexity of microorganisms. But I do see what you mean and its my fault for not being specific.
Quote (HarbingerDawn) We understand the manipulation of spacetime and how it can be accomplished.
If we are still talking warp drives or manipulating spacetime then we don't know HOW to do it. The equations simply say it can be done but would require vasts amounts of energy. Not talking about massive objects or any of that, just strictly from a technological standpoint it is unknown how to do such a thing in a practical manner.
Quote (HarbingerDawn) Inertia is a separate issue; we don't even know what causes inertia, let alone how to negate it.
I'm not too good with words but in my mind I picture a bubble of spacetime being made inside/around the ship that keeps it stable and separate from the forces outside. Yeah its all hypothetical and not possible to prove in any manner but we are talking about hyperdrives and warp drives.
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
|
|
| |
DoctorDuke | Date: Monday, 09.07.2012, 11:06 | Message # 15 |
Space Tourist
Group: Users
Netherlands
Messages: 31
Status: Offline
| Well, as a firm Orbiter player, I'd prefer the Orbiter physics for flying a spacecraft.
|
|
| |