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EVEs mechanism passively against physics

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Stabdealer Tichim
Hedion University
Amarr Empire
#1 - 2014-01-26 23:58:32 UTC  |  Edited by: Stabdealer Tichim
That's ship's speed and acceleration.

If you can't see what is going wrong, I recommend you to visit this site and do the quiz, funny and educative, and you may find "wow I should have realized that!"


Unrealistic features are fine for a game, usually, as they are necessary to maintain the balance and compensate the reality that we can not fully stimulate the real world. And unrealistic features are often introduced to improve the gaming experience at a cost of some lesser gaming experience.

However in this case I call it "passive unreality", which brought passively to the game by the designers' ignorance(probably). That's understandable since stastically non of us ever lived in the space, but it ought to be fixed.

Op-positing the "positively unrealistic" features such as no collision damages, docking rules, or reinforcement timers and funny "sov claim mechanism", "passively unrealistic" features were not introduced to make a better game. Certainly fixing them will consume development resource, but leaving them there will only have negative effects.

Another example of "passive unreality" could be "missile with aerodynamic design/support wings" (check the in-game model for missiles, lol) this is a minor issue I won't start a topic for it, though.


Where does the unrealistic mechanism affect the game:
1, Agility
Current: Accelerating a spaceship takes equal time as stopping it.
In real: Stopping a spaceship is usually more difficult than speeding it up (unless it has the powerful thrusters on the head as well)

2, Afterburners:
Current: Spaceship automatically slow down when afterburner stop working.
In real: Spaceship is moving at the same speed after afterburner was stopped. However, if the speed is decreased by other forces, the spaceship will not regain speed, unless the afterburner is turned on again.

3, Bumping:
Current: The ship being bumped will automatically slow down and stop, despite of the fact that its thruster was not turned on. (If asteroid could stop like that, then, Earth is safe)
In real: When a spaceship is bumped , it will keep moving towards the direction at the accelerated full speed, unless the pilot try to stop or move away


People assuming themselves are sci-fi fan, but playing a spaceship game that uses air-resistance physics model, which is hilarious. I hope CCP already have this on their list, after all EVE could be more interesting to players with high-school physics background, I assume they're the majority.
Rastafarian God
#2 - 2014-01-27 00:04:26 UTC
I think pretty much everyone knows the game physics are cartoon-ish and mimic that more of a submarine then a space craft.

This isn't Kerbal space program. Could you imagine EVE with those physics? lol

Dorian Wylde
Imperial Academy
Amarr Empire
#3 - 2014-01-27 00:07:45 UTC
It always amuses me when people try to claim that fictional technology can only work a certain way, based on the laws of physics.

While ignoring that our understanding of physics is seriously incomplete.

Also while ignoring given explanations. In this case, warp drives produce a drag effect on on the ship, giving it a much lower top speed than you would otherwise get without one.

Don't like that explanation? Build a warp drive and show us how it actually works.
Stabdealer Tichim
Hedion University
Amarr Empire
#4 - 2014-01-27 00:14:14 UTC
Dorian Wylde wrote:
It always amuses me when people try to claim that fictional technology can only work a certain way, based on the laws of physics.

While ignoring that our understanding of physics is seriously incomplete.

Also while ignoring given explanations. In this case, warp drives produce a drag effect on on the ship, giving it a much lower top speed than you would otherwise get without one.

Don't like that explanation? Build a warp drive and show us how it actually works.


The difference is whether this unreality come on purpose or intuitively wrong knowledge.

And your explanation is to a different question, but I can understand that "top speed issue" could be from a random post that you read last year.
Stabdealer Tichim
Hedion University
Amarr Empire
#5 - 2014-01-27 00:15:51 UTC  |  Edited by: Stabdealer Tichim
Rastafarian God wrote:
I think pretty much everyone knows the game physics are cartoon-ish and mimic that more of a submarine then a space craft.

This isn't Kerbal space program. Could you imagine EVE with those physics? lol



I can imagine EVE with the physics from this topic, without obvious problems.

If you can tell what's will be totally wrong and unbalanced, I would really appreciate it
Unsuccessful At Everything
The Troll Bridge
#6 - 2014-01-27 00:17:48 UTC
This is a fictional fluid universe space submarine game.


Your real life physics don't, wont, and will never apply. As soon as you can accept that, you may enjoy your Eve experience.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Stabdealer Tichim
Hedion University
Amarr Empire
#7 - 2014-01-27 00:20:01 UTC
Unsuccessful At Everything wrote:
This is a fictional fluid universe space submarine game.


Your real life physics don't, wont, and will never apply. As soon as you can accept that, you may enjoy your Eve experience.


If it was what CCP claimed, I would be fine with that

Real life physics do apply in eve, such as when you fire at people they will get damaged, lol
Nariya Kentaya
Ministry of War
Amarr Empire
#8 - 2014-01-27 00:21:14 UTC
Stabdealer Tichim wrote:
Rastafarian God wrote:
I think pretty much everyone knows the game physics are cartoon-ish and mimic that more of a submarine then a space craft.

This isn't Kerbal space program. Could you imagine EVE with those physics? lol



I can imagine EVE with the physics from this topic, without obvious problems.

If you can tell what's will be totally wrong and unbalanced, I would really appreciate it

except no max speed, emans no one can hit anyone unless they are more than 1000km apart to allow the weapons to track their target.

and some other ones im too tired tor emember.

In short, there has been numerous, SUBSTANTIAL lists over the eyars for exactly WHY eve could NEVER function with a "realistic" physics engine.

not to mention the fact, that with simple bubble-collision and minimalistic phsyics calculations, the servers can still abrely handle alot of things, up to and including the Jita trade hub.

so until you can make an arguement for your "real physics" providing benefits outweighing a max 50 people being allowed in the same space at the same time to avoid server death, your idea is bad.
Stabdealer Tichim
Hedion University
Amarr Empire
#9 - 2014-01-27 00:30:21 UTC  |  Edited by: Stabdealer Tichim
Nariya Kentaya wrote:

except no max speed, emans no one can hit anyone unless they are more than 1000km apart to allow the weapons to track their target.

and some other ones im too tired tor emember.

In short, there has been numerous, SUBSTANTIAL lists over the eyars for exactly WHY eve could NEVER function with a "realistic" physics engine.

not to mention the fact, that with simple bubble-collision and minimalistic phsyics calculations, the servers can still abrely handle alot of things, up to and including the Jita trade hub.

so until you can make an arguement for your "real physics" providing benefits outweighing a max 50 people being allowed in the same space at the same time to avoid server death, your idea is bad.


I don't understand where people read "max speed" from the post, maybe because they did thought a lot about it themselves and my post stirred their past memory up.


Secondly, you fall into the "perfectionist fallacy ". "If we can't implement real life physics in full, we won't care about it", and "If we can't totally stop criminals, we won't care about it".
Apologize for the inappropriate analog, but I hope I have made it clear, lol.


As above, I forgive your generalization on "real physics engine" or such, but if there is a big issue for a "different" physics model needs evidence or expert explanation. You assuming it gonna be difficult, which is understandable, but could be wrong.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#10 - 2014-01-27 00:34:22 UTC
Why do ships slow down when there's no thrust?

It's the warp drive, dragging on space.

(Also, a full relativistic physics engine is just not fun to play with. People don't think right.)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#11 - 2014-01-27 00:35:44 UTC
Stabdealer Tichim wrote:
Real life physics do apply in eve, such as when you fire at people they will get damaged, lol


Take 2 characters and a couple of ships and go fire on one to low structure.

Have a close look and see how much damage there is.

No real physics involved.
Stabdealer Tichim
Hedion University
Amarr Empire
#12 - 2014-01-27 00:37:57 UTC  |  Edited by: Stabdealer Tichim
Steve Ronuken wrote:
Why do ships slow down when there's no thrust?

It's the warp drive, dragging on space.

(Also, a full relativistic physics engine is just not fun to play with. People don't think right.)


Maybe, but sounds like a patch on shameful mistakeBig smile

For what in the brackets, I guess you didn't read the reply above you, which exactly solved the myth about "full realistic physics engine", though I didn't talk about it.
Stabdealer Tichim
Hedion University
Amarr Empire
#13 - 2014-01-27 00:41:13 UTC
Scipio Artelius wrote:
Stabdealer Tichim wrote:
Real life physics do apply in eve, such as when you fire at people they will get damaged, lol


Take 2 characters and a couple of ships and go fire on one to low structure.

Have a close look and see how much damage there is.

No real physics involved.


I guess you made a good point that ccp may actually look at.

If you want another example: When you anchor a POS, they stay at the moon orbit.
Tippia
Sunshine and Lollipops
#14 - 2014-01-27 00:50:14 UTC  |  Edited by: Tippia
Stabdealer Tichim wrote:
Where does the unrealistic mechanism affect the game:
1, Agility
Current: Accelerating a spaceship takes equal time as stopping it.
In real: Stopping a spaceship is usually more difficult than speeding it up (unless it has the powerful thrusters on the head as well)
No, both take equal time in real life as well, because you just turn the ship to point the thrusters in the other direction. It is actually easier to slow a real spaceship down since by then, you'll have both less reaction mass and less fuel that needs to be stopped.

Quote:
2, Afterburners:
Current: Spaceship automatically slow down when afterburner stop working.
In real: Spaceship is moving at the same speed after afterburner was stopped. However, if the speed is decreased by other forces, the spaceship will not regain speed, unless the afterburner is turned on again.
No, IRL there are no afterburners nor any space-bending warp fields that scrape against the fabric of space-time, so there's no telling how it would affect the velocity.

Quote:
3, Bumping:
Current: The ship being bumped will automatically slow down and stop, despite of the fact that its thruster was not turned on. (If asteroid could stop like that, then, Earth is safe)
In real: When a spaceship is bumped , it will keep moving towards the direction at the accelerated full speed, unless the pilot try to stop or move away
No, IRL, both ships would explode. However, IRL, there are no space-bending warp fields that scrape against the fabric of space-time, so there's no telling how it would affect the velocities involved.

Quote:
People assuming themselves are sci-fi fan, but playing a spaceship game that uses air-resistance physics model, which is hilarious.
Good news: EVE does not use an air-resistance physics model, and thankfully, the vast majority of spaceship games use similar models because newtonian physics make them utterly awful in every way to play.
Rastafarian God
#15 - 2014-01-27 00:56:28 UTC  |  Edited by: Rastafarian God
Eve basically follows Star Trek physics instead of Battlestar Galactica physics.

Warp drive fails you drop out of warp. Ships lean when they turn as if they are flying. With the exception of collision, you could render the Enterprise and fly it around EVE and it would behave like it did in the TV shows. I dont remember anyone complaining about any of that back then. Its just done because it looks neat and the average person does not understand how things move in space. As for EVE, its done for 2 reasons.

1. Much less server load.

2. Its more predictable. We dont fly our ships the computer does, so the way the ship reacts needs to be fluid for us to control them.

I agree that changing the way the ship behaves visually to make it look more realistic (no more banking and more drifting) but not going as far as actually changing the mechanics might be an idea however.
Tippia
Sunshine and Lollipops
#16 - 2014-01-27 01:02:24 UTC
Rastafarian God wrote:
I agree that changing the way the ship behaves visually to make it look more realistic (no more banking and more drifting) but not going as far as actually changing the mechanics might be an idea however.

Meh. Might as well just lore it out: banking helps reduce the stress on the inertial dampers. There, problem solved.
Rastafarian God
#17 - 2014-01-27 01:09:22 UTC
Tippia wrote:
Rastafarian God wrote:
I agree that changing the way the ship behaves visually to make it look more realistic (no more banking and more drifting) but not going as far as actually changing the mechanics might be an idea however.

Meh. Might as well just lore it out: banking helps reduce the stress on the inertial dampers. There, problem solved.


I suppose that banking when orbiting would make sense as well. Much less calculations since the turrets dont have to move as much, and its just minor pitch corrections with the thrusters on the bottom of the ship going non stop instead of just being a block in space trying to make a circle.

Stabdealer Tichim
Hedion University
Amarr Empire
#18 - 2014-01-27 01:20:33 UTC  |  Edited by: Stabdealer Tichim
Tippia wrote:
No, both take equal time in real life as well, because you just turn the ship to point the thrusters in the other direction. It is actually easier to slow a real spaceship down since by then, you'll have both less reaction mass and less fuel that needs to be stopped.

lmao. I know that many people don't take physics, and, yeah, posting things like this.

Sorry, if you have inertia and try to turn around, what will happen is during your turning you will still moving ahead, make a U-turn and loss some speed, but still moving quite fast, towards the opposite direction though.


Quote:
No, IRL there are no afterburners nor any space-bending warp fields that scrape against the fabric of space-time, so there's no telling how it would affect the velocity.


IRL we have afterburners being used for various purposes. I didn't talk about MWD because I know there is no such a thing yet in real, but afterbruners? Yes there are.


Quote:
No, IRL, both ships would explode. However, IRL, there are no space-bending warp fields that scrape against the fabric of space-time, so there's no telling how it would affect the velocities involved.


Can you throw a piece of rock to explode an asteroid? Collision damage is a separate topic and I actually have mentioned it. Ship entering warp is not yet in warp field, so they are just the same as others in space. For those in warp field, we don't even have they bump each other, do we?
Tippia
Sunshine and Lollipops
#19 - 2014-01-27 01:25:31 UTC  |  Edited by: Tippia
Stabdealer Tichim wrote:
Sorry, if you have inertia and try to turn around, what will happen is
…you rotate around your centre of gravity while maintaining the same direction of travel. When your thrusters are pointing in that direction, you light them and slow down. You see, there is no front or back; up or down; even left or right. There's only a centre of mass, a main thrust vector, a velocity vector, and possibly — hopefully — some directional adjustment thrusters that slew the ship around the aforementioned centre of mass.

Quote:
IRL we have afterburners being used for various purposes.
…and movement through space isn't one of them. Instead, they tend to be around to provide additional thrust to (what usually is) some kind of compression system when that compression alone isn't providing enough oomph. Since vacuum doesn't offer much to compress, there is no need for an afterburner to add anything — you just turn up the remass flow.

Quote:
Can you throw a piece of rock to explode an asteroid?
Not me, personally, no, but other than that, it's a pretty trivial problem.

Quote:
For those in warp field, we don't even have they bump each other, do we?
The fields are always active as long as the ship is. Don't confuse the field with the travel method. Also, read the lore.
Pix Severus
Empty You
#20 - 2014-01-27 01:43:35 UTC
Stabdealer Tichim wrote:
Another example of "passive unreality" could be "missile with aerodynamic design/support wings" (check the in-game model for missiles, lol) this is a minor issue I won't start a topic for it, though.


No human has ever fired a missile through a nebula (that we know of) but is it unrealistic to suggest that making a missile aerodynamic might aid it's flight through thick gases?

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