flight-model

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  • Roberts on Star Citizen's work-in-progress flight model

    by 
    Jef Reahard
    Jef Reahard
    06.17.2014

    If you're keeping up on Star Citizen current events, you probably know that there's been quite a debate brewing amongst the game's backers with respect to the controls and the flight model in the recently released Arena Commander module. Cloud Imperium has heard the feedback, and Chris Roberts has responded with a huge post that clarifies his goals for the game's Intelligent Flight Control System (IFCS) as well as the flight model going forward. If you're a flight sim fan, you'll likely find it fascinating reading. If not, the primary takeaway is that Roberts and CIG are confident in the direction of the model despite community concerns. As Roberts says, "a portion of our community clearly feels the current flight model is 'wrong.'" "We actually allow for a lot more variation and nuance in flight and combat than a simplified Wing Commander/X-Wing-style flight model," Roberts counters. "Like learning to drive a car really well... it requires some learning. You have to anticipate where you want to be and plan for it." He goes on to explain how most space games use an atmospheric flight baseline with predefined pitch, roll, and yaw rates as well as capped speeds and linear acceleration applied to a simplified mass point. "Star Citizen doesn't do that," he writes. "We model what would be needed on an actual spaceship, including correct application of thrust at the places where the thrusters are attached to the hull of the ship -- in our model moment of inertia, mass changes and counter thrust are very necessary. Star Citizen's physical simulation of spaceflight is based on what would actually happen in space."

  • Chat log includes more details on Jumpgate Evolution

    by 
    Samuel Axon
    Samuel Axon
    11.30.2007

    Jumpgate Evolution will feature joystick support, accessible system requirements, and a story by D&D Eberron setting creator Keith Baker. Those are the sorts of details you'll find in MMORPG's dev chat with three Jumpgate Evolution team members. There's a lot more info in the chat, as well, though some of it is stuff already covered in our own interview with Netdevil's Hermann Peterscheck.It looks like Netdevil is delivering a more accessible, streamlined version of the basic game-play found in the original Jumpgate; for example, the flight model will be similar to that of the original, but there will be "more effective braking" to prevent the out-of-control feeling that intimidated some newbies in Jumpgate. But we'll see some totally new things in the game as well. We're all getting very excited about this game, and the info is only just starting to roll out. Rest assured that we'll bring you every update as it comes!