Re: Space speed...

Space speeds are okay with me, you fly pretty fast as it is and dogfights are intense. When targeting capital ships notice how quickly you reach them.

http://i.imgur.com/pkJ0Ygm.png

Re: Space speed...

xTekx wrote:

I've played Xwing series, Xwing vs. Tie Fighter, Xwing Alliance, and Jump To Lightspeed (SWG).  I realize that the space in this mod is NOT those games.  However the speed of the combat for the flying is just a little on the slow side.  XvT, which was/is a great multiplayer game, is faster then this game.

Some other things that would be great to impliment woudl be some of the stuff from XvT and JTL.  Things like Weapons/Shields/Engine output control.  I know we don't have overheating, but little tweaks like this could really make the space game take off.  Different flight characteristics between the ships.  So far, atleast to me, it seems like the fighters all turn at about the same rate.  Exception being the Tie Bomber...?  In XvT/XWA you had 1/3 throttle for best turning speed.  Ships performed differently, but all had best turn rates at 1/3 throttle.  In dogfighting, being able to adjust your throttle for maximum effectiveness is crucial to surviving the fight.  If someone gets behind you its' hard to lose them and hard to see where they're at.  Which leads me to my next part.

I think that the speed of combat and dogfights is much slower than those previous games due to the slugishness (for lack of a better word) of the controls.  Unfortunatly, im guessing this can't be fixed, the engine was designed for atmospheric combat, so it flys like your in an atmosphere with things like better manuverability with increased speed, where as real space combat is quite the oppisite.  I thought the overall speed of the craft vs the size of the maps/capitol ships was ok though.

As for the shields, i asked about them to, and again, due to the game engine the shields can't be seperated from the hull strength, and the power output really can't be implimented. Although i do agree that all those things add a ton of depth to space combat.

Keep up the good work though guys smile.

Re: Space speed...

TY2D2 wrote:

When speed is increased, the maneuvering is also increased, and there is no way around it. So the speeds will probably stay exactly the same....

And just FYI, the fighters are VERY VERY fast, they seem slower because you have no REAL objects to base them off of.

If you want to get a feel for how fast they're going, think about this, a Gallofree Transport is around 100+ feet long.

What I mean is that the reaction times aren't hte same.  Speed as in speed of the game.  Right now up in space  you have a lot of time to figure out just what you want to do.  Too much time, imo.  Timeto think is fine, but not at the time it's at.  You also have to have reactions that determine your outcome.  Split second thinking.  That's what is missing.

As for the speed, you can see it when you're chasing another ship.  The responces on the ships are slow, the manuevering is slow.

If you test out XvT, XWA, JTL, you'll see what I mean.  And in JTL (I know that is a game all of it's own) the speed and manuevring are increased from Overloads.  But the difference between unOverloaded to Overloaded is remarkable.

11 (edited by Alliance.Ace.Pilot 2007-09-30 18:22:01)

Re: Space speed...

Hey Xtekx... I started this thread about some basic tweaks based on my JTL experiance as well..  What do you think?

http://www.fsmod.com/fsforums/viewtopic.php?id=5701

http://static1.filefront.com/images/personal/s/SpaceEvents/95453/ebkphqyboc.thumb250.jpg

Re: Space speed...

Space fighters really are incredibly fast, the problem is that you have a lack of perspective in the space maps to judge your speed. For reference, it takes about 3 seconds for the a-wing to cross vanilla belgrade at top speed.

Re: Space speed...

I would so wanna try that.

http://img217.imageshack.us/img217/328/userbar510498sa5.gif
In-game: =TB2142=so1idsn@ke
1 in 10 people are left handed. If you are as well, add this to your sig

Re: Space speed...

Some of the suggestions you mentioned, have also be mentioned by the testers, but could currently not be implemented. Please remember that we are working with the BF2142 engine and it's sometimes very restrictive.

However the DEV's are trying their best to get in the Cannon accurate itmes, like shield and the likes.