trek-physic

Post ideas and suggestions on new features or improvements here.
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posted on January 12th, 2010, 1:55 pm
I hope this wasn't already discussed, but I think It would be fantastic, if there would be an option to toggle on "trek-physics" in the setup. The "star-trek-feeling" would be perfect with trek-physic implemented.
posted on January 12th, 2010, 2:07 pm
Could you explain further? What do you mean by "trek-physics"? Do you mean like the Developer's Cut in A1 (which will require a lot of new coding to re implement), or something different?
posted on January 12th, 2010, 2:12 pm
jep,exactly, I mean the "developer's Cut". there was also a mod for armada 2, that implemented the option to use the developer's cut...
posted on January 12th, 2010, 2:20 pm
Yup, well unfortunately:

Why aren't formations from Armada II or the Director's Cut from Armada I present?

The Armada I “Director’s Cut” was a nice addition, but the coding was modified/removed for Armada II. Consequently the Developer’s possibilities are quite limited in this situation. DOca Cola has played around a bit to get that feature back in Armada II, as it basically is in the formations menu where you can select an attack pattern that is exactly the movement you have from Armada I. Although he made a rough implementation, it would need a lot more tweaking and testing before it is really usable again. Formation attack patterns (like the clover leaf) would be possible, but they don't work with Fleet Operations currently and are not programmed that well in Armada II in the first place. Thus the only other option is to use the different movement autonomies (which have been enhanced) to set up AI scripts for your vessels. Eventually there will be additional "normal" formations, but the Developer’s are not sure if the original ones will find their way back in.

Besides the programming issues, there are also gameplay problems. Ships in these formations or under the influence of the “Director’s Cut” would start moving in to attack other vessels and so lose the advantage of long range weaponry. It also makes your ships harder to control and more frustrating. Seeing your small vessels fly to an enemy because of a "coolness move" and then come into the weapon range of an Outpost is not that cool if they could have stayed out of range and killed the opponent there. As a consequence, a better fighting/movement system is on the “to do” list, but it will take quite a while.

From the guide :)
posted on January 12th, 2010, 3:28 pm
mmh,but patch 1.1 braught an option to the game, that caused larger ships to turn and accelerate more slowly, more in line with the physics of ships seen in Star Trek shows and movies. Isn't that also possible for fleet ops???
that would be soooo nice :woot:


==>  Star Trek: Armada II Patch 1.1 Download, Star Trek: Armada 2 Patches
posted on January 12th, 2010, 3:29 pm
Last edited by Tyler on January 12th, 2010, 3:39 pm, edited 1 time in total.
They don't move like that already? I never paid attention. If they don't, it shouldn't take long to get the A2 Physics project to work in FO. Replace the original FO physics.
posted on January 12th, 2010, 5:08 pm
Tyler wrote:They don't move like that already? I never paid attention. If they don't, it shouldn't take long to get the A2 Physics project to work in FO. Replace the original FO physics.


The physics in FO are already drastically improved over stock A2. I don't see any sovereigns turning on a dime.
posted on January 12th, 2010, 5:44 pm
@ tyler: no,they don't. the ships turn around much too fast. it should be slower...
can I just replace the fo physic with the stock "armada 2 physic" or the "trek physic" of the patch?? would the ships then turn around as they do in stock armada2??
posted on January 12th, 2010, 6:18 pm
Even stock physics are bad. You'd have to customize them.

You'd have to edit these:

turnomega = 0.145;
turnalpha = 0.24;
pitchomega = 1.0;
pitchalpha = 0.1;
rollcoupling = 5;
turnomegafractionatrest = 1;
turnalphafractionatrest = 1;
pitchomegafractionatrest = 1;
pitchalphafractionatrest = 1;


Basically have the turns low to decrease turn rates, have rollcoupling higher to get that "tip to turn" effect, and have the 'fractionatrest' stuff put to about half.
posted on January 14th, 2010, 2:38 pm
Personally, I prefere the 'turn on a dime' physics usually, more canon. Even the D turned like that in the show.
Dave Denton
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posted on March 6th, 2010, 10:57 pm
ROFL, turn on a dime is canon, that's a first. Guess you didn't actually see the horror that stock Armada 2 has, or you actually don't know what you are talking about.
posted on March 6th, 2010, 11:06 pm
Dave Denton wrote:ROFL, turn on a dime is canon, that's a first. Guess you didn't actually see the horror that stock Armada 2 has, or you actually don't know what you are talking about.


turning on a dime is canon, we see ships bounce around like pinballs all the time.

the ent D turns fast quite often. remember when they could force the ship hard to port using only the force of decompressing the shuttlebay?
Dave Denton
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posted on March 6th, 2010, 11:09 pm
Clearly you guys are from another planet then.
posted on March 6th, 2010, 11:11 pm
learn to count there's two of us who say you are wrong.

the evidence in trek is sometimes conflicting, there are occasions where trek goes for slow movements, but many more where they just have ships zipping around each other like vanilla a2
Dave Denton
User avatar
posted on March 6th, 2010, 11:15 pm
Last edited by Dave Denton on March 6th, 2010, 11:21 pm, edited 1 time in total.
Yeah, you talk about special rare turns that a Galaxy Class vessel does. That definitely really proves that I'm wrong. NOT!
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