Author Topic: Idea to Simulate 'Gliding'  (Read 894 times)

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Offline Zakatak

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Idea to Simulate 'Gliding'
« on: July 27, 2010, 09:47:02 PM »
Currently aerospace don't really produce lift due to the Cryengine, if you shut off the throttle in mid-air, they stop and plummet. So I just had an idea.

When you take off some of the throttle there is still 'invisible thrust' you could say. This 'invisible thrust' has just barely enough power to keep your speed descending at a much slower rate (1 km/h per second, going straight). I think this is a fine way to simulate airfoil. When you go into 'reverse' (which acts as an airbrake) this thrust is either taken away, or diverted forward.

Like?

EDIT: Also have a feature to invert Y axis (aerospace only) for all peripherals, not just mouse
« Last Edit: July 27, 2010, 11:11:55 PM by Zakatak »

Offline Jaso the Sniper

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Re: Idea to Simulate 'Gliding'
« Reply #1 on: July 27, 2010, 10:30:08 PM »
me like flying and not falling planes  8)

great idea for how it could be done
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Re: Idea to Simulate 'Gliding'
« Reply #2 on: July 27, 2010, 10:30:44 PM »
I like it, but probably not possible with the cryengine.  If the planes are already falling out of the sky when there's no thrust that mean a "wind current" mechanic would have to be introduced which sounds incredibly hard to do if it's even possible in the cryengine.
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Offline Jaso the Sniper

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Re: Idea to Simulate 'Gliding'
« Reply #3 on: July 27, 2010, 11:00:07 PM »
I like it, but probably not possible with the cryengine.  If the planes are already falling out of the sky when there's no thrust that mean a "wind current" mechanic would have to be introduced which sounds incredibly hard to do if it's even possible in the cryengine.
no, he means an "inherent thrust" that allows aeros to keep going a bit (with a min speed of higher than 0)

explanation in b old:
Currently aerospace don't really produce lift due to the Cryengine, if you shut off the throttle in mid-air, they stop and plummet. Not good! So I just had an idea.

When you take off some of the throttle there is still 'invisible thrust' you could say. This 'invisible thrust' has just barely enough power to keep your speed descending at a much slower rate (1 km/h, going straight). Basically givinig them movement for gliding I think this is a fine way to simulate airfoil.

Like? Yes
People are stupid if they think they can have their own way.

... that is, unless they have HEAP rounds, high-explosive homing missiles, and terawatt lasers on a walking weapons platform, that is...

Offline Zakatak

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Re: Idea to Simulate 'Gliding'
« Reply #4 on: July 27, 2010, 11:01:24 PM »
I like it, but probably not possible with the cryengine.  If the planes are already falling out of the sky when there's no thrust that mean a "wind current" mechanic would have to be introduced which sounds incredibly hard to do if it's even possible in the cryengine.

Actually, there is a wind mechanic in Cryengine. And tornado's.
« Last Edit: July 27, 2010, 11:12:09 PM by Zakatak »

Offline dsi1

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Re: Idea to Simulate 'Gliding'
« Reply #5 on: July 27, 2010, 11:24:07 PM »
I like it, but probably not possible with the cryengine.  If the planes are already falling out of the sky when there's no thrust that mean a "wind current" mechanic would have to be introduced which sounds incredibly hard to do if it's even possible in the cryengine.

Actually, there is a wind mechanic in Cryengine. And tornado's.

And those are a huge CPU hog in Singleplayer, I don't even want to think about MP.

Offline Nostromo

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Re: Idea to Simulate 'Gliding'
« Reply #6 on: July 28, 2010, 04:46:12 PM »
just shift the speed/o/meter about 20kph or something like that
so at speed "0" we would be going 20kph
only way to stop would be to use breaks on the runway
dunno if its do-able in cryengine

Offline snooggums

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Re: Idea to Simulate 'Gliding'
« Reply #7 on: July 28, 2010, 06:57:08 PM »
I think the OP means that at 0 throttle on screen there is actually a slowly decreasing thrust still in effect. I'm not sure what should be used as the trigger, unless it simply ran while the throttle wasn't being used or

This would also work well for jump jets, as in when a mech is moving forward, hits the JJ and then lets off a silent thrust effect could be used to keep the mech moving in the direction it is already headed to simulate inertia. The thrust could be calculated based on current movement if that is registered, so letting off the JJ would trigger the thrust to take effect and then it would stop happening once the mech hit the ground or the JJ were used again. Only problem would be rotation of whatever it was attached to could cause the mech to adjust direction in the air.

I see this as a pretty complex implementation though :(

Offline sleepysheep

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Re: Idea to Simulate 'Gliding'
« Reply #8 on: July 28, 2010, 10:54:33 PM »
When you declerate becuase your slowling down they just have to stop you being able to decelerate to 0, say when it hits 20mph, it slowly decreases instead of instantly hitting 0.

But programming this could be a royal pain, not becuase of the coding, but getting the right amount of deceleration for all the assets, and then making it work for each one without it going screwy. That's one hell of alot of testing! But any type of gliding added for planes (And mechs tbh) would make it waaay easier to land planes, and make it look more realistic for planes and mechs while flying in the air.

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Offline Squibby

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Re: Idea to Simulate 'Gliding'
« Reply #9 on: July 28, 2010, 11:40:27 PM »
Why not just increase the speed decay times,

Mechs take a little while to slow down to a stop, why can't this effect be magnified when applied to Aeros. Different mechs have different acceleration rates too so the different aeros could be easily set up with different 'glide' characteristics.

I would leave acceleration rates the same though.

Offline (TLL)Sky_walker

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Re: Idea to Simulate 'Gliding'
« Reply #10 on: July 29, 2010, 10:55:46 AM »
^ sounds like a possibly good idea. Won't really help with gliding but it's always something towards more realistic behavior.

Or maybe like this:
check the ASF vertical angle - it you have noise pointed out than at 0 thrust your speed will slowly go down (very slowly I mean. If you shut thurst down at 200km/h your speed should be zero after 20-30 seconds). If you point nose 90 degree down at your speed will go towards XXXkm/h, the assumed glide-speed (speed change varies depending on how down the nose is, at -5 deg the change is very slow). If you point nose 90 degree up, than your speed goes down to zero quickly.
If you press and hold X your air breaks open and you decelerate more quickly, also this way you can reach forward speed 0 in air (additional thrusters make you stop...whatever. Though still you fall down vertically).

This way you'll nearly always have some speed in air, making you always fly. There's no stall effect, but it's far better than having everything float after X being pressed. ;)
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Offline (TLL)Siilk

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Re: Idea to Simulate 'Gliding'
« Reply #11 on: July 29, 2010, 12:51:39 PM »
I agree, Squibby has a good idea. And I like Sky's too.



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Offline MercenaryMuffin

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Re: Idea to Simulate 'Gliding'
« Reply #12 on: July 29, 2010, 01:57:17 PM »
I support this idea.
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Offline Jaso the Sniper

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Re: Idea to Simulate 'Gliding'
« Reply #13 on: July 29, 2010, 02:00:00 PM »
I agree with all the above. Take that CryEngine limitations!
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Offline Threesan

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Re: Idea to Simulate 'Gliding'
« Reply #14 on: July 29, 2010, 10:15:42 PM »
Aye, but I think you also need wheel brakes bound to X as well so you can still land on the short runways. Also, it might be interesting to take the angle of attack and bleed speed with sharp turns.

As to gravity, that should be easy enough by adding a 9.8 m/s towards ground and 9.8 m/s plane "up" for lift. Although, is that done already (and accurately)?