I'll be honest I can care less it isn't going to make anything easier one way or another. Generally you can align to the object you are in the influence of by hitting space. I don't fly with an astronaut to take picture or anything I simply use a core or another ship.It would be nice if we could roll our astronauts when not aligned / not in gravity. It's like the only plane of movement they can't do and it seems silly that they can't.
If you assume the camera view is the astronauts view then where the feet are is pretty obvious. Well unless their legs get chopped off.Agreed. It could get a bit confusing without knowing where your feet are, but that could be fixed with a HUD arrow/diamond (indicating the no. of degrees your head is tipped away from you feet (your head doesn't tip to the side)).
Actually, you don't know if you're looking up or down until you bump into a doorway, align with an object, or reach the max threshold for looking up/down. Not knowing where your feet are is already a thing.If you assume the camera view is the astronauts view then where the feet are is pretty obvious. Well unless their legs get chopped off.
Actually. There is a max angle of 180 up down rotation. Probably because they are using matrices vs using quaternions.Actually, you don't know if you're looking up or down until you bump into a doorway, align with an object, or reach the max threshold for looking up/down. Not knowing where your feet are is already a thing.
Actually. There is a max angle of 180 up down rotation. Probably because they are using matrices vs using quaternions.
So at least for me pretty easy to determine. In short if you don't know pull strait down on your mouse where it stops is the direction your feet are facing.
Nah if you use quaternions it would just role you like you are doing a forward or backwards flip.1st=yaw;way; space-time (1 second ~ (6+1)x around earth - fits perfectly with hexagons and platonic solids)The problem with astronaut mode is that turning to >=180° in the 3rd dimension would turn you inside-out.
2nd=roll; whole dimension = 360° or 2(PI)rad divided among n*integers
3rd=pitch; half dimension = 180° or (PI)rad divided among (n/2)*integers
4th=scale; time-logarithmic dimension (equals) space-log. dimension (look at 1st)
This works by flipping top/down for yourself.