RSG: Ship Control

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Revision as of 15:49, 23 March 2010 by SteveBaker (Talk | contribs) (New page: Both "manual" and "scripted" options allow for a full variety of gameplay, with manual flight mode used for battles and for players that prefer a more hands-on approach. === Manual Flight...)

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Both "manual" and "scripted" options allow for a full variety of gameplay, with manual flight mode used for battles and for players that prefer a more hands-on approach.

Manual Flight Mode

Controls allow for full heading, pitch, roll?, and lift/strafe control.

Scripted Flight Mode

For scripting details, see the Scripting section.

For people in the 24th century, computers are the easiest way to go about precise piloting. Sample programs like "Geo-synchronis orbit", "Plot a course", and a mining program to give sample code for combat scripting.

For players with multiple ships, scripts for wingmen, search parties, or escorts could be made.

Flight Physics

Basic Newtonian laws, of course without too much friction.

Perhaps in proximity with a very large asteroid, moon, or planet, gravity should effect the trajectory in manual mode.

Navigation

With blobs of interesting stuff continually moving around - it'll be necessary to grab the orbital parameters of any bodies you're interested in so that you can find them again. As in the real world, the longer you observe a body and the more times you rediscover it in different locations, the more accurately you know where it'll be at any given time in the future. This should be reflected in the way the navigation system works.