![]() ![]() Newtonian kinematics is not healthy for such an environment, let alone AI pathing. Their vision was to make GTA in space and have a close interaction with space cities, large starships and mass transit systems. Egosoft simply goes one step further to semi-newtonian kinematics in order for it to work with their design of a space environment. So in order for gameplay to work, gravity needs to be deactivated otherwise you get KSP. Going at any angle away from your orbit changes your orbital direction, and since orbital speeds are large (7.6 km/s at 500 km altitude above the earth), even a small change in angle brings you away from the space city simply due to your different orbital motion. They will not stay together, but loose each other quickly. Now, in a game like X:R or I-War 2, everybody is moving about at any angle. So if you were to continue firing your engines to remain at 250 m/s, you'd ascend faster and faster. This applies if you fire your engine only once, because as you ascend, you get slower again. If you now go to 250 m/s, you'll drift away from the planet at around 82 m/s. Let's say you have a pirate in front of you (facing in orbital direction) and you are both at rest in the orbit. Since I've actually done the math on this one and am not merely guessing, I shall add the following to the scenario above. If it were to go 250 m/s in the opposite direction, it would fall 214 km down to a new orbit 286 above the Earth. ![]() If the Skunk was in orbit around the Earth at an altitude of 500 km and was now adding its 250 m/s in the direction of its orbital motion, it would rise 236 km higher to a new orbit at 736 km high. The Skunk can go at about 250 m/s for as far as we know.
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