![]() |
|
Addon Development Developers post news, updates, & discussions here about your projects in development. |
![]() |
|
Thread Tools |
![]() |
#16 |
Ghost
![]() |
![]() Quote:
Quote:
Quote:
Quote:
Note: Present IR EOS fighter systems can see another fighter with engines on military ~100-150km away from rear, because of atmosphere interference. That will be the case for "look-down" situation in a LEO. |
![]() |
![]() |
![]() |
#17 |
SA 2010 Soccermaniac
![]() |
![]() Quote:
|
![]() |
![]() |
![]() |
#18 |
Certain Super User
![]() ![]() |
![]() Quote:
|
![]() |
![]() |
![]() |
#19 |
Ghost
![]() |
![]() Quote:
![]() USA now has tactical lasers, riot microwave weapons and so on, but plasma weapons stil are purely fantastic. Quote:
|
![]() |
![]() |
![]() |
#20 |
SA 2010 Soccermaniac
![]() |
![]() Quote:
![]() You mean hot air? Why exactly? Is it because it is impossible to direct a stream of plasma dense enought to cause any damage? As for space combat, I think we won't see any "fighter" like craft like in the movies- there isn't really any use for them. |
![]() |
![]() |
![]() |
#21 |
Certain Super User
![]() ![]() |
![]() Quote:
Shrapnel clouds for example are better modeled as cones or spheres. |
![]() |
![]() |
![]() |
#22 |
Historic Ship & Base Developer
![]() ![]() |
![]() Quote:
Orbiter is all about simulating real orbital and interplanetary spaceflight, completely ruled by Newtonian physics. I'm not sure a realistic spaceflight model lends itself to an exciting, multiplayer combat game. Still, realistic explosions and damage would be nice -- peaceful spacecraft blow up all the time. |
![]() |
![]() |
![]() |
#23 |
Donator
![]() |
![]() Quote:
![]() |
![]() |
![]() |
![]() |
#24 |
SA 2010 Soccermaniac
![]() |
![]()
You make a good point.
Quote:
![]() (I'm sorry, I read that and I just had to.) |
![]() |
![]() |
![]() |
#25 |
Addon Developer
![]() |
![]()
Actually, would the current Galactica's dogfighting be that far from reality? In the show, the ships launching fighters are already basically 0 rvel already. Now granted over 30km or so you have to take Orbital mechanics into account, but for close-in maneuvering, isn't just turn, burn, and shoot? Hmm, I guess I'll build a lightweight SC3 vessel and test its maneuverability using realistic settings for stuff.
|
![]() |
![]() |
![]() |
#26 |
Defender of Truth
![]() ![]() |
![]() Quote:
|
![]() |
![]() |
![]() |
#27 |
Historic Ship & Base Developer
![]() ![]() |
![]() Quote:
Last edited by Usonian; 02-25-2009 at 09:10 PM. |
![]() |
![]() |
![]() |
#28 |
owner: Oil Creek Astronautix
![]() |
![]() Quote:
Then there is the matter of Vipers and Raptors entering atmo, landing, and taking off again to return to starships far far away without having to refuel. Then there is the matter of humans outflying Cylon Raiders which are pure bio-machines, and should have much higher tolerance for G's, faster processing and should almost never miss. Then there is the matter of needing manned fighters at all, when unmanned drones would do nicely, and when a vessel the size of Galactica with handwavium artificial gravity and FTL technology should have energy weapons of immense power, making manned fighters pretty silly. BSG is a great show, I love it, but aside from some nods to real physics to make it feel more realistic, it's still the Star Wars-style fantasy which it was inspired by in the 1970s. BTW, only 4 episodes left, finally! |
![]() |
![]() |
![]() |
#29 |
Tutorial Publisher
![]() |
![]()
We're actually working on solutions to this in the RTF Fleet. By trying to combine realism ( ie physics ) with actual weapons designs.
So far, we have Chainguns, MK-82 SnakeEye Retarded bombs, and two diffrent types of missiles that can be loaded of fighters and on the big ships. For the missiles, the next step is determining an auto-guidance algorithem that will guide a weapon to the preselected target chosen from what will be the DRADIS. DRADIS is the key to our plans as it will scan the local area ( just like the sencor MFD ) and enable you to lock on to a target to fire your missile at. After that, the next step will be determining WHERE the weapon hits and what kind of damage it does. |
![]() |
![]() |
![]() |
#30 |
The Amazing Flying Tuna Can
|
![]()
Lol, with Battlestar's handwavium about anything's possible.
![]() Pretty much the big problem with spacecraft combat is how lethal weapons are and that it tends to follow the 'If you can be seen, you can be shot' rule. And you can see pretty far in space. Of course reality is never as wonderfully theoretical as theory. AMRAAMs do not have 100% kill rates despite being faster and more maneuverable than any manned plane. Don't expect realistic space combat to be easy or the least forgiving. But people (or aliens ![]() ----------More stuff--------- Andy44, I wouldn't so much call it a waste of delta v just that to go out and back takes four times the delta v as going out. Depending on the drive system the feasibility changes. But hey, sure looks impractical now. On a side note I've found that you can maneuver really well using only the main, hover and rotational engines. Hover corrects side drift main engines give more speed where you want to go. Set up a croquet course with a bunch of hoops and fly through the circuit as fast as you can in a Battlestar Viper or DeltaGlider variant or ship of your choice. Relative velocity differences between rings makes it much fun. I'm trying to find an article I read earlier about cooling a spacecraft with a laser instead of radiators. Something where the spacecraft excites a microwave laser with its own infrared heat. The maser beams energy off into space. All I can find is the other kind of laser cooling where a laser is beamed onto an atom to cool it down. Last edited by Eagle; 02-26-2009 at 04:04 AM. |
![]() |
![]() |
![]() |
|
Thread Tools | |
|
|
Quick Links | Need Help? |