At the moment, thruster position and orientation doesn't matter, only the amount of thrusters multiplied with the number in the group to the power of something I am not sure of at the moment.
This is both linear, and unnecessarily punishes multithruster units on smaller ships. I think instead the game needs a thruster/movement system that naturally diversifies the movement type of different ship shapes, without statistacally punishing ship designs that prioitieses the visual aspect, like the current power system that works well with creative and beautiful designs.
So first of, at the moment, thrust is a single dimensional property that increases acceleration in all directions, with no way of currently improving turning speeds other than reducing mass. This gives large ships a rather heavy feel, which is needed, but because of the low max speed in comparison to the acceleration that can be acquired to larger ships, they feel really nimble when strafing and reversing.
Now to the meat of the thread. What I think could work is a combination of three new mechanics, thruster position and orientation affecting speed and rotation in the different dimensions individually, increasing the slowdown of mass to the power of 1.05 or 1.25, as well as decreasing damping/drag with mass to compensate, and lastly, adding basic cardboard aerodynamics.
The first one, which is the most important one in this case, is thruster positioning and orientation.
There will be a bunch of new properties introduced to the ships, this includes:
One thrust property for each direction in the dimensions, being 6 new properties, frontal, reverse, right, left, up and down thrust.
Another thrust property will be added for each turning direction, being, roll left and right, yaw left and right and pitch up and down.
The first model I want to show, is a somewhat simple model, that is however, not realistic in any shape.
That is the thrust direction is based on the orientation of the thruster system with its thrust value being defined by the following formular, where A is the relative angle from the block to the center mass in to the positive z direction of the ship, F is the thrust output value and T is the number of thrusters in the system.
F=cos(A)^2*0.75+0.25
The angular thrust however is based on a similar, simpler formular, where F_A is the angular thrust. What the angular thrust will translate to in terms of roll, yaw and pitch is relative the the position and orientation of the block.
F_A=sin(A)^2
This will generally mean that thrusters on the back will provide much greater speed, but wing thruster will provide more maneuverability.
Alternatively you could go the slightly more realistic route where the formulars are changed to the following.
F=cos(A)
F_A=sin(A)
And then have it so that having the angular thrust of multiple blocks of the same orientation with different turning directions be able to be combined into a directional thrust, though I think this could get unnecessarily complicated for newer players, so I would personally go with the first solution.
The second mechanic, having accel decrease at as a inverse potens function of the mass of the ship, to make bigger ships feel weightier without increasing max speed.
This one is rather straight forward, but is also really neccessary when introducing the previous mechanic. With the previous mechanic, there is suddenly no hard limit to how fast a ship can turn based on mass, which was previously the only thing small ships had as an advantage over larger ships. Therefor, to both make it harder to make large nimble ships without nerfing there topspeed the acceleration formular needs to be changed a bit.
At the moment it looks like this, where a is the acceleration, F is the thrust and m is the mass
a=F/m
This is straight out of a basic physics book, which I can understand the appeal to keep, but with the needed low speed limit it needs to be changed a bit. I would suggest setting m to the power of something between 1.05 and 1.25.
If the formular was to be changed to
a=F/m^1.25
A ten doubling in mass and thrusters would result in a decrease in acceleration of around 44%, and if we reduce the power to 1.05 it would result in a decrease of around 11%.
Rotational thrust should also be affected by mass by this, and maybe the mass might even be powered to a higher number than the directional thrust, to make the larger ships feel really heavy.
The damping/drag at the moment seems to be unaffected by mass and will always be the same (I think the default is around 0.1). The damping/drag amount should be changed to follow the following formular, where D is the dampning, m is the mass, and K and Q are constants for balancing and ini purposes.
D=e^(-m^0.5*Q)/(K+e^(-m^0.5*Q))
My suggested values would be K being -1 and Q being 0.02.
This would make it so that small ships with a mass of 15 would have a drag of 0.25 and ships around 500 mass would have a drag of around 0.19 and lastly 10k mass ships would have around 0.05 drag.
What will these two mechanics currently do in combination? Well for smaller ships, inorder to strafe at a fast speed they would need maybe a single or two thrusters on the sides, but they will be able to strafe and turn a bit without any addidtional thrusters, due to the core.
For larger ships however, inorder to get a decent frontal acceleration, you would often have to sacrifice strafing, reversing and turning thrusters inorder to get a good frontal speed. This would naturally make big ships more clunky, but it will still allow having slow large ships with a relatively fast turning speed and reverse speed, for more defense oriented ships for example.
The last mechanic that would be introduced is a simple "cardboard" style aerodynamics system.
I am not sure if there is an official term, but it is the most basic form of aerodynamics that you can see when you fx let go of a piece of rigid paper/cardboard and where you can see its downwards velocity being coverted to velocity in the direction where the paper pierces the air.
I don't quite want to write the formular down here as it is a bit clunky, but the idea is that if your ship's angle is lets say 20 degrees of the angle of your velocity, the velocity would start being converted to frontal velocity instead. The strength of the conversion in the x axis would be based on the length of the z dimension times the y dimension divided by the ships mass and similarly for the y and z dimensions. This would make it so light ships with wings would be able turn and dive without having to use their thrusters to destroy, and regain their kinetic energy, while it would be mostly unavailable for larger ships due to their mass. It would also add a Tie fighter esc combat system and discourage strafing battles with all ship types.
All in all, this could greatly improve the flight system as well as add more depth to creating a good dogfighter. Especially if cannons wasn't crosshair aimed but based on the orientation of the cannons
Thoughts on the matter?
This is both linear, and unnecessarily punishes multithruster units on smaller ships. I think instead the game needs a thruster/movement system that naturally diversifies the movement type of different ship shapes, without statistacally punishing ship designs that prioitieses the visual aspect, like the current power system that works well with creative and beautiful designs.
So first of, at the moment, thrust is a single dimensional property that increases acceleration in all directions, with no way of currently improving turning speeds other than reducing mass. This gives large ships a rather heavy feel, which is needed, but because of the low max speed in comparison to the acceleration that can be acquired to larger ships, they feel really nimble when strafing and reversing.
Now to the meat of the thread. What I think could work is a combination of three new mechanics, thruster position and orientation affecting speed and rotation in the different dimensions individually, increasing the slowdown of mass to the power of 1.05 or 1.25, as well as decreasing damping/drag with mass to compensate, and lastly, adding basic cardboard aerodynamics.
The first one, which is the most important one in this case, is thruster positioning and orientation.
There will be a bunch of new properties introduced to the ships, this includes:
One thrust property for each direction in the dimensions, being 6 new properties, frontal, reverse, right, left, up and down thrust.
Another thrust property will be added for each turning direction, being, roll left and right, yaw left and right and pitch up and down.
The first model I want to show, is a somewhat simple model, that is however, not realistic in any shape.
That is the thrust direction is based on the orientation of the thruster system with its thrust value being defined by the following formular, where A is the relative angle from the block to the center mass in to the positive z direction of the ship, F is the thrust output value and T is the number of thrusters in the system.
F=cos(A)^2*0.75+0.25
The angular thrust however is based on a similar, simpler formular, where F_A is the angular thrust. What the angular thrust will translate to in terms of roll, yaw and pitch is relative the the position and orientation of the block.
F_A=sin(A)^2
This will generally mean that thrusters on the back will provide much greater speed, but wing thruster will provide more maneuverability.
Alternatively you could go the slightly more realistic route where the formulars are changed to the following.
F=cos(A)
F_A=sin(A)
And then have it so that having the angular thrust of multiple blocks of the same orientation with different turning directions be able to be combined into a directional thrust, though I think this could get unnecessarily complicated for newer players, so I would personally go with the first solution.
The second mechanic, having accel decrease at as a inverse potens function of the mass of the ship, to make bigger ships feel weightier without increasing max speed.
This one is rather straight forward, but is also really neccessary when introducing the previous mechanic. With the previous mechanic, there is suddenly no hard limit to how fast a ship can turn based on mass, which was previously the only thing small ships had as an advantage over larger ships. Therefor, to both make it harder to make large nimble ships without nerfing there topspeed the acceleration formular needs to be changed a bit.
At the moment it looks like this, where a is the acceleration, F is the thrust and m is the mass
a=F/m
This is straight out of a basic physics book, which I can understand the appeal to keep, but with the needed low speed limit it needs to be changed a bit. I would suggest setting m to the power of something between 1.05 and 1.25.
If the formular was to be changed to
a=F/m^1.25
A ten doubling in mass and thrusters would result in a decrease in acceleration of around 44%, and if we reduce the power to 1.05 it would result in a decrease of around 11%.
Rotational thrust should also be affected by mass by this, and maybe the mass might even be powered to a higher number than the directional thrust, to make the larger ships feel really heavy.
The damping/drag at the moment seems to be unaffected by mass and will always be the same (I think the default is around 0.1). The damping/drag amount should be changed to follow the following formular, where D is the dampning, m is the mass, and K and Q are constants for balancing and ini purposes.
D=e^(-m^0.5*Q)/(K+e^(-m^0.5*Q))
My suggested values would be K being -1 and Q being 0.02.
This would make it so that small ships with a mass of 15 would have a drag of 0.25 and ships around 500 mass would have a drag of around 0.19 and lastly 10k mass ships would have around 0.05 drag.
What will these two mechanics currently do in combination? Well for smaller ships, inorder to strafe at a fast speed they would need maybe a single or two thrusters on the sides, but they will be able to strafe and turn a bit without any addidtional thrusters, due to the core.
For larger ships however, inorder to get a decent frontal acceleration, you would often have to sacrifice strafing, reversing and turning thrusters inorder to get a good frontal speed. This would naturally make big ships more clunky, but it will still allow having slow large ships with a relatively fast turning speed and reverse speed, for more defense oriented ships for example.
The last mechanic that would be introduced is a simple "cardboard" style aerodynamics system.
I am not sure if there is an official term, but it is the most basic form of aerodynamics that you can see when you fx let go of a piece of rigid paper/cardboard and where you can see its downwards velocity being coverted to velocity in the direction where the paper pierces the air.
I don't quite want to write the formular down here as it is a bit clunky, but the idea is that if your ship's angle is lets say 20 degrees of the angle of your velocity, the velocity would start being converted to frontal velocity instead. The strength of the conversion in the x axis would be based on the length of the z dimension times the y dimension divided by the ships mass and similarly for the y and z dimensions. This would make it so light ships with wings would be able turn and dive without having to use their thrusters to destroy, and regain their kinetic energy, while it would be mostly unavailable for larger ships due to their mass. It would also add a Tie fighter esc combat system and discourage strafing battles with all ship types.
All in all, this could greatly improve the flight system as well as add more depth to creating a good dogfighter. Especially if cannons wasn't crosshair aimed but based on the orientation of the cannons
Thoughts on the matter?