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Are ships stopping keeping their alignment in space now???

First post
Author
Brigadine Ferathine
Federal Navy Academy
Gallente Federation
#21 - 2015-01-10 21:56:16 UTC
Saisin wrote:
I just noticed that after stopping my ship keep its direction and angle from the direction it warped from instead of falling in line with the "horizontal plane" as it used to do...
Is this a recent change?

If yes, kuddos to CCP for finaly gettiong rid of this silly ways ships had to stop based on laws that do not apply in space!!!!!!! Big smile

Seriously though why does this happen. Incredibly irritating. Especially for ratters in battleships that struggle to pre align before the blob of interceptors get to them. Unfair advantage if you ask me.
The terrible physics of this game needs to be a focus of CCP.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#22 - 2015-01-10 22:33:41 UTC  |  Edited by: ISD Ezwal
Ioci wrote:
As for your observation OP, go on test server and warp a bunch of ships to a bookmark, leave them there. Before you jump out, align them all to another location. It will look like the fleet of ships are all pointing to the same location. Now, jump on another character and head over. You get the bowling pin effect. It's pure UI.
You can also see that on TQ. Anchored containers slowly rotate. If you log in two accounts and warp on both to the same location containing an anchored container, you will witness that the rotation of the container will virtually never be in sync as the container and it's rotation is rendered locally by two different clients. That can be quite immersion breaking I have to admit.

Yes, just like the OP, I'm a sucker for immersion.....Smile

ISD Ezwal Community Communication Liaisons (CCLs)

Nevyn Auscent
Broke Sauce
#23 - 2015-01-11 04:06:21 UTC
Brigadine Ferathine wrote:

Seriously though why does this happen. Incredibly irritating. Especially for ratters in battleships that struggle to pre align before the blob of interceptors get to them. Unfair advantage if you ask me.
The terrible physics of this game needs to be a focus of CCP.

What you are talking about is irrelevant to aligning. Read my post on page 1 about how it works.
Baneken
Arctic Light Inc.
Arctic Light
#24 - 2015-01-11 08:54:20 UTC
Everything in EVE is handled by spheres because that was likely the easy way to make the physics work as to why ships always face 'up' is because some people get easily disoriented and having a definite 'up' helps a lot to alleviate the feeling.

Not to mention that most players feel more familiar with a submarine style physics then the actual Newtonian ones and because restricting in the universe to a certain 'plane' helps a lot when you try to do your utmost in avoiding things like true 3d planets and other celestial objects to avoid lag.
Saisin
Chao3's Rogue Operatives Corp
#25 - 2015-01-11 18:52:55 UTC
Vincent Athena wrote:

As ship facing is handled by the client, CCP could add a feature called "spaceship-like movement" as an option. If you checked it, ships would point int he direction they are accelerating rather than the direction they are moving, and they would not "settle" once they came to rest. As this is all happening client side, it would place no additional load on the server.

agreed..
Even if they look different from other pilots perspective because it is only done client side, asnd I would assume only for your ship, at least from your own screen your ship would display in a logical position.

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Sabriz Adoudel
Move along there is nothing here
#26 - 2015-01-13 05:10:35 UTC
Herzog Wolfhammer wrote:
Lugia3 wrote:
Herzog Wolfhammer wrote:
Back in the 90s I tried to make a wireframe graphic multiplayer space game where the environment was past the event horizon of a very huge wormhole - the kind that could take days to hit the singularity. This was an academic project, no attempt at trying to be an indie game maker or anything like that (If it were I would have used good fast C++ and not Jave with that horrible RMI crap)

So with each "tick", everything was moving towards the singularity. If you lost your fuel all you could do is drift towards your doom.


(The black hole environment was in fact my excuse for not having a skybox because the graphics were already at 5 FPS from 3D rendering and being on the kinds of machines available in the late 90s)

The goal of the game was to survive simply by killing other players' ships and taking their fuel. There was no way out (though that was missed in the instructions).


Just out of curiosity, do you still have the files? Seems interesting.




Yes. You want them?


You should make this into an indie game.

I support the New Order and CODE. alliance. www.minerbumping.com

Exotic Matters
Fried Liver Attack
#27 - 2015-01-13 05:20:33 UTC
Just accept that New Eden is actually an alternate universe with different laws of physics. A game that actually followed Newtonian mechanics (much less relativity) would be horrible to play for so many reasons.

I do wish that the camera didn't get stuck pointing straight up and straight down, rather than being able to pan completely in 360 degrees vertically the same as it works horizontally.
Ranger 1
Ranger Corp
Vae. Victis.
#28 - 2015-01-13 05:40:52 UTC  |  Edited by: Ranger 1
Baneken wrote:
Everything in EVE is handled by spheres because that was likely the easy way to make the physics work as to why ships always face 'up' is because some people get easily disoriented and having a definite 'up' helps a lot to alleviate the feeling.

Not to mention that most players feel more familiar with a submarine style physics then the actual Newtonian ones and because restricting in the universe to a certain 'plane' helps a lot when you try to do your utmost in avoiding things like true 3d planets and other celestial objects to avoid lag.

Indeed.

I suppose you could always preserve the sense of immersion by saying that the propulsion systems in EVE ships are reacting to the galactic plane (most solar systems and even galaxies are disk shaped, not round).

Or that they do this due to a Concord ruling to have all nav computers do this to simplify navigation and docking procedures.

Or simply because of Falcon, whatever you prefer.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Herzog Wolfhammer
Sigma Special Tactics Group
#29 - 2015-01-13 06:20:18 UTC  |  Edited by: Herzog Wolfhammer
Sabriz Adoudel wrote:
Herzog Wolfhammer wrote:
Lugia3 wrote:
Herzog Wolfhammer wrote:
Back in the 90s I tried to make a wireframe graphic multiplayer space game where the environment was past the event horizon of a very huge wormhole - the kind that could take days to hit the singularity. This was an academic project, no attempt at trying to be an indie game maker or anything like that (If it were I would have used good fast C++ and not Jave with that horrible RMI crap)

So with each "tick", everything was moving towards the singularity. If you lost your fuel all you could do is drift towards your doom.


(The black hole environment was in fact my excuse for not having a skybox because the graphics were already at 5 FPS from 3D rendering and being on the kinds of machines available in the late 90s)

The goal of the game was to survive simply by killing other players' ships and taking their fuel. There was no way out (though that was missed in the instructions).


Just out of curiosity, do you still have the files? Seems interesting.




Yes. You want them?


You should make this into an indie game.




Good God no.

Look it's so bad, even Depression Quest would beat it in a players' choice award round and I'm not talking the final rounds.

Looking back, my positional update system attempted matrix transformation across the server which was a greater part of being horribly slow, and the typecasting from Java's version of faked abstracts is nightmarish. I have looked at the code myself and wonder if I was stoned the whole time and don't remember.

Bring back DEEEEP Space!

Alavaria Fera
GoonWaffe
#30 - 2015-01-13 08:26:24 UTC
Ioci wrote:
Ferni Ka'Nviiou wrote:
Saisin wrote:
Well, I had a wrong impression, as unfortunately, ships after warping to a new location or aligning to a point in space and then stopping still pivot themselves automatically to a silly 'horizontal plane' :(

It is an annoying, but rather miniscule part of the game. The direction a ship in EVE with 0 velocity is facing, has no effect regarding velocity, guns, aligning, or really any mechanic that will affect your ship.


Because it's just a sequence of timers. It's the glory mechanic that makes 'Bump mechanic' such a ******* nuisance.

As for your observation OP, go on test server and warp a bunch of ships to a bookmark, leave them there. Before you jump out, align them all to another location. It will look like the fleet of ships are all pointing to the same location. Now, jump on another character and head over. You get the bowling pin effect. It's pure UI.

Now to test this with bomb launchers. Do the bombs go out in a direction or not....

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

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