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[Help] Physics Commands Questions

Dominus_Noctis

Lasciate ogni speranza...
Joined
18 Aug 2010
Messages
409
Howdy there,
So, in trying to finish up the list and description of all Armada II commands, I've at long last come to the annoyingly mathematical physics commands.

Unfortunately, there are a number of commands I don't understand. Any help would be greatly appreciated :)

For all Physics classes (Borg, Hover, and Smooth)
-combatPhysicsFile
It appears that commands in the physics file it references are not actually used at all. Anybody have any experience otherwise?

For Borg Physics
-tooSlowToTurn
Haven't yet been able to discern an effect.

For Smooth Physics
-pitchOmegaFractionAtRest
-pitchAlphaFractionAtRest
-turnOmegaFractionAtRest
-turnAlphaFractionAtRest
All four of the above seem to have no effect as near as I can tell.

-forwardControlDistance
Seems to interplay with tooCloseToTurn (base Physics command), but I can't figure out the math behind it (nor the exact effect).

For Hover Physics
-maxReverseSpeed
Haven't yet noticed an effect from this puppy.

Just for kicks, there are also several undocumented Physics commands:
-(a float) frontBackDrag
-(a float) forwardControlScale
-(a float) braccelControlDamping
I haven't tested them that thoroughly, and although they are referenced by the executable, it's not clear if they are used by the Craft.

As added incentive :)sweat:), part of the reason we are working so hard to document all this stuff is because it allows us to create new features: in this instance, to make new physics classes.
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,561
Age
48
For all Physics classes (Borg, Hover, and Smooth)
-combatPhysicsFile

It is possiple to have a ship runn with a compleetly seperate set of values in battle. However most combat files are very simple and only really effect top speed.

For Borg Physics
-tooSlowToTurn

How slow is to slow to try turning to reach the specified arrival point. works with other commands.

For Smooth Physics
-pitchOmegaFractionAtRest
-pitchAlphaFractionAtRest
-turnOmegaFractionAtRest
-turnAlphaFractionAtRest

The key is At Rest. They effect how well the ship pitches and turns when stopped.

For Hover Physics
-maxReverseSpeed

Not sure. I assume it is how fast it flys backwards.

Just for kicks, there are also several undocumented Physics commands:
-(a float) frontBackDrag
-(a float) forwardControlScale
-(a float) braccelControlDamping

I have no clue.:confused:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Howdy there,
So, in trying to finish up the list and description of all Armada II commands, I've at long last come to the annoyingly mathematical physics commands.

Unfortunately, there are a number of commands I don't understand. Any help would be greatly appreciated :)
Well, I know a little about how physics affect ship movement, lol. Honestly? I still do not know how some of the commands and variables interact with each other completely. Decompiling the exe file to see what did what only confused me more. A lot of what I've done with the physics has been trying to find what the minimum and maximum values are for some of the commands, finding a mid point and adjusting off of there for the various ships.
For all Physics classes (Borg, Hover, and Smooth)
-combatPhysicsFile
It appears that commands in the physics file it references are not actually used at all. Anybody have any experience otherwise?
Starfox is correct. It is possible to have a ship behave completely differently in combat. The combatPhysicsFile uses most of the same commands and values as the regular physics file. Some are ignored, such as warpSpeed, because the A2 game engine is set up so most combat takes place at impulseSpeed.

In A2PP, I adjusted the combatSpeed downwards by a about a third to a half. This is based on personal real world experience. When I was on the M1A1 Abrams, we traveled at a road speed of about 25mph(40km/h). When we engaged the enemy, we slowed down to about 15mph(25km/h). Why? Easier to keep the weapons on target. Faster to search for and acquire a lock on the next one. Smaller turning radius. Easier for my Kettenhunde(wingman) to maintain the proper spacing. Fighter pilots are trained to do the same thing. Just because your ship can run flat out at Warp 9.9999999 doesn't mean you need to all the time. I read somewhere the art team putting together the CGI combat sequences in the films tried to make the ships move like sailing vessels because it looked far better and allowed the ships to be filmed at their most glamorous. Seemed to me they were onto something and I followed suit.
For Borg Physics
-tooSlowToTurn
Haven't yet been able to discern an effect.
This should be used only for ships with a very low thrust to mass ratio, I.E., 'heavy' ships with weak or underpowered engines and the like. Never liked it and don't use it in A2PP because it does not take a great deal of energy to change the vector or attitude of an object at rest. Stopping said object on the correct vector or attitude is another matter. Make the value too high and all your ships can do is move in straight lines.
For Smooth Physics
-pitchOmegaFractionAtRest
-pitchAlphaFractionAtRest
-turnOmegaFractionAtRest
-turnAlphaFractionAtRest
All four of the above seem to have no effect as near as I can tell.
These affect roll, pitch, and yaw when a ship is at a forward velocity of zero. The higher the thrust to mass ratio(the bigger you make these values), the more agile the ship is. The AI will usually use these far more than a player will. Because the AI has its ships at rest far more often and for far longer than a player does. These are affected by the speed, roll rates, and Inertia values as well as well.
For Hover Physics
-maxReverseSpeed
Haven't yet noticed an effect from this puppy.
The A2 game engine does not allow ships to move in reverse. This does have some effect on how quickly a ship can slow down, however.
As added incentive :)sweat:), part of the reason we are working so hard to document all this stuff is because it allows us to create new features: in this instance, to make new physics classes.
Always nice to see someone making what we have work better rather than haring off after yet another GodShip. One of the things I deliberately tried not to do with A2PP was to make it too precise. Far too many ST gamers want everything to be as exact and close to the series and films as possible. And when this is not so, they complain endlessly about how, "Blah Blah isn't 'canon'!" If one has to choose between simon pure canon accuracy and effects in game, I tend to come down on the effects side. I'm guessing the FO devs are working on physics for the next version. Great! Please pass along to them my compliments and tell them feel free to use any of my A2PP stuff however they like if it helps.
 

Dominus_Noctis

Lasciate ogni speranza...
Joined
18 Aug 2010
Messages
409
Ah I see - unfortunately testing these parameters in those situations still have not yielded any changes for me - if you have a specific example (values in mind would be great) or a very specific situation in mind that might work better.

For instance: with
-pitchOmegaFractionAtRest
-pitchAlphaFractionAtRest
-turnOmegaFractionAtRest
-turnAlphaFractionAtRest
I have tested having them fire at a target within range, so that the attacking vessel turns to face it. However, at the presumed minimum value of 0 and a max of 1 (heck, I've tried values up to 100) there is no change in behavior: the Craft simply turns on its axis, without having to move forward at all.

Similarly with
-combatPhysicsFile
I have adjusted values with the physics file and observed no change whatsoever: Armada II appears to ignore the commands and instead intrinsically set turn rates, acceleration etc directly from combatSpeed (not impulseSpeed as is stated in the developer comments).

And so on and so forth... :confused:

Ideas, suggestions, brainstorming always welcome... :yum:
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,561
Age
48
This is the physics file I use for The Galaxy Class MkII

// Smooth Physics Parameters for the Galaxy Class
//
physics = "smooth"

// Ship's full throttle forward speed when under impluse power.
combatSpeed = 110
impulseSpeed = 100
warpSpeed = 500

// 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. This is usually 50,
tooCloseToTurn = 300;
tooSlowToTurn = 5;

// When path following, we follow a point on our path that's
// this far in front of us. This is usually 150
pathLeadDistance = 5000;
tooCloseForWarp = 1500;

//
// Smooth Physics Parameters
//

// These parameters all scale with impulse speed,
// so that faster ships more or less do everything
// faster. If that's too irritating we can change it.

// How fast it accelerates forward, normal is 1
forwardAccel = .15;
// How fast it decelerates, fraction of forwardAccel
backwardAccel = 0.15;
maxReverseSpeed = 100.0;

// Maximum turn rate, normalized to 1
turnOmega = .07;
// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega
turnAlpha = .06;

// Maximum pitch rate, normalized to 1
pitchOmega = .07;
// Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega
pitchAlpha = .06;

// These do not scale with impulse speed

// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll
rollCoupling = 20.0;

// How car-like this is. 0 means can't turn without moving, like a car.
// 1 means turns fully even when still, more like a spaceship.
turnOmegaFractionAtRest = 1.0;
turnAlphaFractionAtRest = 0.8;
pitchOmegaFractionAtRest = 0.1;
pitchAlphaFractionAtRest = 0.08;

// Most ships return to pitch = 0 degrees. Pitch Default is the pitch
// to return to in degrees upward, and speed is how fast it does so.
// zero or negative speed means to stay at your last pitch.
pitchDefault = 1;
pitchDefaultSpeed = 0.5;

// Determines how to dampen the turning rate once it's close to it's target.
// 1 means to square it, to make it even more dampened.
turnControlSquared = 0;
// this is the angle in degrees to make it stop damping
turnControlAngle = 30;
forwardControlDistance = 180;


// Combat mode file
//combatPhysicsFile = "fgalaxycombat.odf"

// The ships max roll angle and how fast it will bank
maxRoll = 90;
rollRotationSpeed = 0.15;

// The radius of the ships turns in meters
turnRadius = 1000;

// How fast the ship moves into and out of climbs and dives and her max angle of attack
maxPitch = 89;
pitchRotationSpeed = 10.0;

// How fast the ship turns at a dead stop
velocCoeffStill = .2;
velocWhenCoeffHalf = .1;

// These give the appearance of mass to the ships operations
frontBackInertia = 5100.0;
upDownInertia = 5100.0;
leftRightInertia = 5100.0;

// Generic control parameters
braccelControlStiffness = 1.0

// ServoYaw parameters
sy_yawAngleCoeff = 15.497 //1.497old value
sy_yawVelocCoeff = 0.02

// ServoPitch parameters
sp_pitchAngleCoeff = 15.197
sp_velocAngleCoeff = 0.060

The thing to remeber is that latter commands will build on the earlier ones. Like the at rest perameters are in part dependet both on the raw acceleration of the ship and its inate ability to turn and pitch on the move.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Part of the problem is all of these are interconnected to some degree. It is difficult to isolate a single command and say, "Aah! Now I understand. This does that and only that when I input this value. And then only between these values." Try adjusting the speed, turnRadius, and frontBackInertia to see if you can get the ship to rotate and pitch faster or slower. There are also rate values for pitch and rotation which will also affect how fast or slow a ship pitches and turns while stationary.

The other thing to think about is: are we modding for accuracy or for effect? I prefer the effect idea.
 

Dominus_Noctis

Lasciate ogni speranza...
Joined
18 Aug 2010
Messages
409
Thanks for the ODF :).

However, unfortunately, I have am still unable to determine functionality of those remaining 7 commands from that :cry:. I should note, that several of the commands you include there are not referenced by the Smooth physics for Armada2 (one is actually from Armada1: tooCloseForWarp): leaving them out or changing their values wildly therefore causes zero effect on movement :sweat: . Also, because your combatSpeed is higher than impulseSpeed, combatSpeed is actually ignored for movement/attack (but not for scaling commands) - not sure if you planned that or not.

Most of the algorithms aren't too bad really: some just take a coefficient to scale, so the function itself remains the same (had to spend a while with Excel for a few commands :oops: ). forwardControlDistance is the only command for which I am a bit too lazy to try and work through... seems it might be a power equation, rather than a linear or a log, not to mention the dampening effect on movement -.-
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,561
Age
48
tooCloseForWarp effects how close a ship can be to the destination and still go to warp to accomplish a move order. Since warp is triggared with the mini map you need to be able to jugde distance on that decrepid thing inorder to see if its working. In the end physics is a very subjective thing and it takes hours upon hours of just watching ships fly around and contriving differnt move order and combat senarios to see the full effects and make sure all the bugs are worked out. In fact you can't really fully test them in FO because the menuvers are not in the formations menu. You really want to see the value of fully tricked out physics you need those to get your ships moving in battle.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
[offtopic]You can warp on the main map. By pressing CTRL and left clicking on where you want to go. The cursor will change colors and the ship(s) selected will go to warp. I was able to do a fair recreation of the STXI fleet warping out out for Vulcan scene in A2. [/offtopic]

Is it possible some of the affected commands do not or will not work in FleetOps because there is no warpSpeed? In which case, definitions for them might be uneeded as well? I was quite serious when I said I know a little about physics. A lot of A2PP is based on changing two or three values at once until the effect looked right ingame. Then, I nudged it in the direction I wanted for the ship class in question. None of this was done with any organized methodology or note taking in place. I have notes somewhere but a lot of it was, "I have about an hour until my trailer is loaded. Let's see if I can get the Defiant class to turn a little tighter." I was thinking like a modder, not a programmer. When it stopped being fun to do, I stopped fooling with it. All of the other sets I've done since the first were merely variations on a theme. Since rotating and pitching in place is something the AI uses far more than a player, I didn't really bother with them all that much.

Here is my set of physics for the Federation Galaxy class. These are largely unchanged from the first set I did. These two files are the basis for everything else, which were 'nudged' up or down depending on whether the ship class in question had a larger or smaller mass than a Galaxy class.

The basic physics file
#include "fastphys.odf"

// Battleship2 Physics Parameters
physics = "hover"

//**********************************************************************
//SPEEDS
// 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.
combatSpeed = 48.5
impulseSpeed = 69.3
warpSpeed = 396

//**********************************************************************
//BEHAVIOUR PARAMETERS

// 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 = 200;

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

pathLeadDistance = 500;

// These parameters all scale with impulse speed,
// so that faster ships more or less do everything
// faster. If that's too irritating we can change it.

// How fast it accelerates forward, normal is 1

forwardAccel = 2;

// How fast it decelerates, fraction of forwardAccel

backwardAccel = 1;

// Maximum turn rate, normalized to 1

turnOmega = 1;

// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega

turnAlpha = 1;

// Maximum pitch rate, normalized to 1

pitchOmega = 1;

// Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega

pitchAlpha = 1;

// These do not scale with impulse speed
// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll

rollCoupling = 1;

// How car-like this is. 0 means can't turn without moving, like a car.
// 1 means turns fully even when still, more like a spaceship.

turnOmegaFractionAtRest = 1;
turnAlphaFractionAtRest = 1;
pitchOmegaFractionAtRest = 1;
pitchAlphaFractionAtRest = 1;

// Most ships return to pitch = 0 degrees. Pitch Default is the pitch
// to return to in degrees upward, and speed is how fast it does so.
// zero or negative speed means to stay at your last pitch.

pitchDefault = 0;
pitchDefaultSpeed = 1;

// Determines how to dampen the turning rate once it's close to it's target.
// 1 means to square it, to make it even more dampened.

turnControlSquared = 0;

// this is the angle in degrees to make it stop damping

turnControlAngle = 30;
forwardControlDistance = 100;

//************************************************************
// ADVANCED PHYSICS PARAMETERS

// 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 = 21

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

turnRadius = 20

// 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 = 0.5
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 = 45

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

rollRotationSpeed = 0.2


// 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 = 100

// 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 = 15
//leftRightInertia = 15

// This is as a fraction of impulse speed.

maxReverseSpeed = 3.25

// The rest of these are set automatically from the above
// 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

braccelControlStiffness = 4.0

// ServoYaw parameters

sy_yawAngleCoeff = 1.497
sy_yawVelocCoeff = 0.2

// ServoPitch parameters

sp_pitchAngleCoeff = -1.197
sp_velocAngleCoeff = 0.060

//**********************************************************************
// COMBAT MODE FILE

combatPhysicsFile = "A2PPbatt2cbt.odf"[/CODE]The combat physics file.
Code:
// Battleship2 Combat Mode Physics Parameters
// Mostly has lower acceleration rate and turn rates.

// These parameters all scale with impulse speed,
// so that faster ships more or less do everything
// faster.  If that's too irritating we can change it.

// How fast it accelerates forward, normal is 1

forwardAccel = 0.5;

// How fast it decelerates, fraction of forwardAccel

backwardAccel = 1;

// Maximum turn rate, normalized to 1

turnOmega = .1;

// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega

turnAlpha = 1;

// Maximum pitch rate, normalized to 1

pitchOmega = 1;

// Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega

pitchAlpha = 1;

// These do not scale with impulse speed
// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll

rollCoupling = 1;

// How car-like this is.  0 means can't turn without moving, like a car.
// 1 means turns fully even when still, more like a spaceship.

turnOmegaFractionAtRest = 1;
turnAlphaFractionAtRest = 1;
pitchOmegaFractionAtRest = 1;
pitchAlphaFractionAtRest = 1;

// Most ships return to pitch = 0 degrees.  Pitch Default is the pitch
// to return to in degrees upward, and speed is how fast it does so.
// zero or negative speed means to stay at your last pitch.

pitchDefault = 0;
pitchDefaultSpeed = 1;

// Determines how to dampen the turning rate once it's close to it's target.
// 1 means to square it, to make it even more dampened.

turnControlSquared = 0;

// this is the angle in degrees to make it stop damping

turnControlAngle = 30;
forwardControlDistance = 100;

//************************************************************
// ADVANCED PHYSICS PARAMETERS

// 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 = 21

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

turnRadius = 20

// 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	= 0.5
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	= 45

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

rollRotationSpeed = 0.2


// 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 = 100

// 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 = 15
//leftRightInertia = 15

// This is as a fraction of impulse speed.

maxReverseSpeed	= 3.25

// The rest of these are set automatically from the above
// 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

braccelControlStiffness = 4.0

// ServoYaw parameters

sy_yawAngleCoeff = 1.497
sy_yawVelocCoeff = 0.2

// ServoPitch parameters

sp_pitchAngleCoeff = -1.197
sp_velocAngleCoeff = 0.060[/Spoiler]The combat file[spoiler= ""]// Battleship2 Combat Mode Physics Parameters
// Mostly has lower acceleration rate and turn rates.

// These parameters all scale with impulse speed,
// so that faster ships more or less do everything
// faster.  If that's too irritating we can change it.

// How fast it accelerates forward, normal is 1

forwardAccel = 0.5;

// How fast it decelerates, fraction of forwardAccel

backwardAccel = 1;

// Maximum turn rate, normalized to 1

turnOmega = .1;

// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega

turnAlpha = 1;

// Maximum pitch rate, normalized to 1

pitchOmega = 1;

// Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega

pitchAlpha = 1;

// These do not scale with impulse speed
// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll

rollCoupling = 1;

// How car-like this is.  0 means can't turn without moving, like a car.
// 1 means turns fully even when still, more like a spaceship.

turnOmegaFractionAtRest = 1;
turnAlphaFractionAtRest = 1;
pitchOmegaFractionAtRest = 1;
pitchAlphaFractionAtRest = 1;

// Most ships return to pitch = 0 degrees.  Pitch Default is the pitch
// to return to in degrees upward, and speed is how fast it does so.
// zero or negative speed means to stay at your last pitch.

pitchDefault = 0;
pitchDefaultSpeed = 1;

// Determines how to dampen the turning rate once it's close to it's target.
// 1 means to square it, to make it even more dampened.

turnControlSquared = 0;

// this is the angle in degrees to make it stop damping

turnControlAngle = 30;
forwardControlDistance = 100;

//************************************************************
// ADVANCED PHYSICS PARAMETERS

// 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 = 21

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

turnRadius = 20

// 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	= 0.5
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	= 45

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

rollRotationSpeed = 0.2


// 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 = 100

// 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 = 15
//leftRightInertia = 15

// This is as a fraction of impulse speed.

maxReverseSpeed	= 3.25

// The rest of these are set automatically from the above
// 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

braccelControlStiffness = 4.0

// ServoYaw parameters

sy_yawAngleCoeff = 1.497
sy_yawVelocCoeff = 0.2

// ServoPitch parameters

sp_pitchAngleCoeff = -1.197
sp_velocAngleCoeff = 0.060[/spoiler]
 

Dominus_Noctis

Lasciate ogni speranza...
Joined
18 Aug 2010
Messages
409
You can trigger warp by holding Alt and clicking anywhere you want on the map :) . Likewise, activating some of the waypoint configuration stuff built into A2 allows you to the exact pathing routes of craft for physics optimization.

TooCloseForWarp is an Armada 1 command, used for movement (impulseSpeed was renamed to combatSpeed, warpSpeed was renamed to impulseSpeed in A2 -> TooCloseToWarp determined when the craft switched from the old impulse speed to the old warp speed). In Armada II, cfgTOO_CLOSE_TO_WARP was added for RTS_CFG.h to control "real" warp and tooCloseToWarp was removed from the executable.

I assume that you mean the attack patterns (Arrow, Circle, Cloverleaf) - those just use the combatSpeed for all movement and can be re-added fairly easily :).

EDIT: ninja'd by Thunderfoot :D - but I think that in stock A2, Ctrl is used for making ships move at the same speed together :sweat:

@Thunder :) : Warp speed isn't removed in FO, just disabled - you can switch it on or off using the new configuration commands.

Thanks for posting the ODFs - I guess I'll just keep trucking and see what can be done in the way of algorithm mapping.

About modding vs programming, I completely understand: it's too bad that you didn't take notes, but like you said, that's not necessary when modding for effect, and I have to agree, deriving the equations is a royal pain. :exter:

Ah well, if anybody has any further guesses or ideas about the commands, it's always nice to hear them :)
 
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