These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
123Next page
 

Inertia in EVE

Author
Tenebria Gallentis
Whitewash Holdings
#1 - 2016-01-29 03:13:55 UTC
Right now, when I turn off my MWD/AB my velocity quick plummets to my normal max speed, almost as if there is drag in space and I wouldn't be able to keep velocity if I don't keep my thrusters running. If you accelerate something through a vacuum, shouldn't it stay at the same speed unless some other force is applied (like a collision or reverse thrusters- something eve ships don't have).

So in Eve, there is inertia at rest (applied when accelerating, aligning) but no inertia in motion? Is there something in the lore that mentions about some special particles in the eve universe that causes ships to lose velocity, unless they apply constant force?
NovaCat13
Ember Interstellar Inc.
The Curatores Veritatis Auxiliary
#2 - 2016-01-29 03:15:47 UTC
EVE is a submarine simulator.

Just say NO to Dailies

Cristl
#3 - 2016-01-29 03:27:25 UTC
The U-boats of Eve create a 'marshmallow' field around them that they propel against. Otherwise they would run out of propellant too quickly. Also, a 3D version of "asteroids" would be a crappy experience.
SurrenderMonkey
State Protectorate
Caldari State
#4 - 2016-01-29 04:03:26 UTC
Tenebria Gallentis wrote:
Right now, when I turn off my MWD/AB my velocity quick plummets to my normal max speed, almost as if there is drag in space and I wouldn't be able to keep velocity if I don't keep my thrusters running. If you accelerate something through a vacuum, shouldn't it stay at the same speed unless some other force is applied (like a collision or reverse thrusters- something eve ships don't have).

So in Eve, there is inertia at rest (applied when accelerating, aligning) but no inertia in motion? Is there something in the lore that mentions about some special particles in the eve universe that causes ships to lose velocity, unless they apply constant force?


The lore reason has something to do with the warp drive in your ship having some sort of "drag" effect, if I recall correctly.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Sobaan Tali
Caldari Quick Reaction Force
#5 - 2016-01-29 04:24:27 UTC  |  Edited by: Sobaan Tali
True that Eve's physics are far from known and proven real-world physics; and it kind of has to be far from to be fair. Technical and logistical constraints both in the technology available and likely massive development cost in time and manpower to simulate more accurate depictions of space-based physics means Eve has to venture off the beaten path by a bunch in that regard. The fact that it's an MMO (key word to remember is "multiplayer") doesn't help make it any simpler to correcting Eve's many physics faults to just picking them out and fixing them. It'd be one thing if it were a singleplayer game where the engine only has to really take care of one sole perspective. Instead, Eve has to work many times as hard to make sure thousands see the same thing each time every day.

And, don't take this the wrong way or personal since I'm neither an astronaut myself nor have that level of scientific knowledge either, but Eve is a game meant to be played by and understood by everyday players, not something only a theoretical physicist with multiple scientific degrees of study can truly get or understand. To put it more bluntly, we simple folk would rather a game that is simple enough to understand and at least somewhat master. Granted, it shouldn't take much to look at how Eve does it and think half of the time, "That's actually not quite how it works in real life." However, I don't want to have to learn something that is as complicated as flying the actual Shuttle, I just want to play a game and blow **** up. Eve's already a freakin' series of exams, tests, and spreadsheet-laden project full of algebra and trig/calc shenanigans.

Edit: also, I too am secretly waiting for the day CCP decides to add multi-directional thrusters like the ones you see in Nexus: Jupiter Incident. Look it up if you've never seen how that old game does it. One day, brother, one day.Blink

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Paranoid Loyd
#6 - 2016-01-29 04:29:45 UTC
Play KSP, then imagine trying to fly your ship in EVE using that physics engine, you will soon realize how unfun and silly this game would be with anywhere near real physics.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Ibutho Inkosi
Doomheim
#7 - 2016-01-29 04:49:35 UTC  |  Edited by: Ibutho Inkosi
What he's probably trying to say (and without the epeen stroking reference to another really "cool' game we'd be "cool" if we knew about...derp) EVE's appeal is that we're not bogged down with micro-controlling navigation, and do have the freedom to traverse the rather large map relatively rapidly. If you can't navigate your way to a jump gate using your avalanche of retro rockets, you'll never make it to the market.

There is probably a temptation to liken the spaceship to spaceship battles to that of tanks maneuvering in a large field, however, one can't insist on accurate mechanics for outer space and that, too. Hopefully, if we want to call it "high", high tech of weaponry makes ship maneuvering on an immediate scale obsolete. If you're firing from 10 kilometers away...that little Tokyo slide won't really matter much.

As long as the tale of the hunt is told by the hunter, and not the lion, it will favor the hunter.

Tenebria Gallentis
Whitewash Holdings
#8 - 2016-01-29 05:03:03 UTC
Sobaan Tali wrote:
True that Eve's physics are far from known and proven real-world physics; and it kind of has to be far from to be fair. Technical and logistical constraints both in the technology available and likely massive development cost in time and manpower to simulate more accurate depictions of space-based physics means Eve has to venture off the beaten path by a bunch in that regard. The fact that it's an MMO (key word to remember is "multiplayer") doesn't help make it any simpler to correcting Eve's many physics faults to just picking them out and fixing them. It'd be one thing if it were a singleplayer game where the engine only has to really take care of one sole perspective. Instead, Eve has to work many times as hard to make sure thousands see the same thing each time every day.

And, don't take this the wrong way or personal since I'm neither an astronaut myself nor have that level of scientific knowledge either, but Eve is a game meant to be played by and understood by everyday players, not something only a theoretical physicist with multiple scientific degrees of study can truly get or understand. To put it more bluntly, we simple folk would rather a game that is simple enough to understand and at least somewhat master. Granted, it shouldn't take much to look at how Eve does it and think half of the time, "That's actually not quite how it works in real life." However, I don't want to have to learn something that is as complicated as flying the actual Shuttle, I just want to play a game and blow **** up. Eve's already a freakin' series of exams, tests, and spreadsheet-laden project full of algebra and trig/calc shenanigans.

Edit: also, I too am secretly waiting for the day CCP decides to add multi-directional thrusters like the ones you see in Nexus: Jupiter Incident. Look it up if you've never seen how that old game does it. One day, brother, one day.Blink


Agreed. I'm not saying that it should be supper complicated (or that CCP has to make changes at all), I just find it odd at times. Its just like what the above poster said - it just feels like your underwater sometimes.

Yeah multi directional thrusters, ship inertia and a revamped cockpit would make for some interesting and fast-paced combat! It can be optional too (automatic mode for the usual, align/approach/orbit) but also have the option to manually take over thruster control for some "advanced" moves like sharp turns, sudden stops, arbitrary ship rotation (with detriment/benefit to turrent tracking), flying in reverse etc. Once can dream!

Okay, had enough eve today, will try out that Nexus game!
Tenebria Gallentis
Whitewash Holdings
#9 - 2016-01-29 05:15:59 UTC  |  Edited by: Tenebria Gallentis
Ibutho Inkosi wrote:
What he's probably trying to say (and without the epeen stroking reference to another really "cool' game we'd be "cool" if we knew about...derp) EVE's appeal is that we're not bogged down with micro-controlling navigation, and do have the freedom to traverse the rather large map relatively rapidly. If you can't navigate your way to a jump gate using your avalanche of retro rockets, you'll never make it to the market.

There is probably a temptation to liken the spaceship to spaceship battles to that of tanks maneuvering in a large field, however, one can't insist on accurate mechanics for outer space and that, too. Hopefully, if we want to call it "high", high tech of weaponry makes ship maneuvering on an immediate scale obsolete. If you're firing from 10 kilometers away...that little Tokyo slide won't really matter much.



All I'm saying is the inertia mechanic is not intuitive. Its probably not THAT hard to change but I don't know what effects it will have on the overall gameplay.

Yes, navigation should not be hard. But it would also be cool if you have the option of manual override to make some moves that the computer cant do. Right now, all we have is double clicking in space (or using the new camera controls). With the new camera controls, I don't double click in space anymore (because it feels stupid), but I still feel like I'm flying a plane or a submarine instead of a spaceship. Don't get me wrong, PVP really gets my blood pumping, just thought this would add a little more depth to combat.

Quote:
If you're firing from 10 kilometers away...that little Tokyo slide won't really matter much.


but if you're ship is 5km across, it just might. I really don't know

But this post is not really about that, I just wanted to figure out why inertia was like this to begin with or if there is any sense to it really.
Paranoid Loyd
#10 - 2016-01-29 05:51:10 UTC  |  Edited by: Paranoid Loyd
Ibutho Inkosi wrote:
(and without the epeen stroking reference to another really "cool' game we'd be "cool" if we knew about...derp)
Hi Serene, I do take pleasure in knowing how much my posting annoys you. No matter how many times you change toons, your passive aggressive tears will still leak through. Blink

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Jonah Gravenstein
Machiavellian Space Bastards
#11 - 2016-01-29 05:58:06 UTC  |  Edited by: Jonah Gravenstein
Tenebria Gallentis wrote:
Right now, when I turn off my MWD/AB my velocity quick plummets to my normal max speed, almost as if there is drag in space and I wouldn't be able to keep velocity if I don't keep my thrusters running. If you accelerate something through a vacuum, shouldn't it stay at the same speed unless some other force is applied (like a collision or reverse thrusters- something eve ships don't have).

So in Eve, there is inertia at rest (applied when accelerating, aligning) but no inertia in motion? Is there something in the lore that mentions about some special particles in the eve universe that causes ships to lose velocity, unless they apply constant force?
The lore explanation is to do with how warp drives work in Eve, in the real world scientists are talking about dark matter acting like a fluid, personally I reckon CCP stole the physics engine from Silent Service.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Cristl
#12 - 2016-01-29 06:56:10 UTC
Jonah Gravenstein wrote:
...personally I reckon CCP stole the physics engine from Silent Service.


Commodore-64 flashback: engage!
Anoron Secheh
Xa'sar
Fraternity.
#13 - 2016-01-29 07:49:35 UTC  |  Edited by: Anoron Secheh
Tenebria Gallentis wrote:

Yes, navigation should not be hard. But it would also be cool if you have the option of manual override to make some moves that the computer cant do. Right now, all we have is double clicking in space (or using the new camera controls). With the new camera controls, I don't double click in space anymore (because it feels stupid), but I still feel like I'm flying a plane or a submarine instead of a spaceship. Don't get me wrong, PVP really gets my blood pumping, just thought this would add a little more depth to combat.


There are arrow key controls. It's not the best or easiest way to maneuver, but it's close.
Miles Winter
The Scope
Gallente Federation
#14 - 2016-01-29 08:10:04 UTC
Paranoid Loyd wrote:
Play KSP, then imagine trying to fly your ship in EVE using that physics engine, you will soon realize how unfun and silly this game would be with anywhere near real physics.


That would actually be incredible and amazing.

Unfortunately, eve will always have a pseudo-realistic depiction of physics. It's not even an issue of the ships themselves, but the planets and stars. I don't think the engine can legitimately handle real orbits.

Imagine, for example, that you have an actual orbit for a stargate around a planet - it's going to be traveling at 10-30km/s in relation to the planet's surface. How does a player-created safespot coincide with that? What if the safespot is 10,000km's away from the gate, while 9,000km's away from the planet's surface? Do you tie the safespot to the planet's frame of reference, or the gate?

How do players figure out what reference they'll attach their bookmarks to? How do they figure out what sort of orbit, if any, a safespot will have? How will the ships themselves manage orbits?

These are hard problems to solve. They CAN be solved, but it's a lot of work and it would have an absolutely massive impact on how travel works in the game.

A lot of people would hate it just because it's different, too.

And really, is it necessary to change it like this? While I can definitely see it allowing a large expansion in tactical/strategic elements into the sandbox, it's a lot of work to get there...
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#15 - 2016-01-29 09:23:22 UTC
Damjan Fox
Fox Industries and Exploration
#16 - 2016-01-29 11:23:51 UTC
Quote:
it just feels like your underwater sometimes.

It's not water. It's tears.
Cara Forelli
State War Academy
Caldari State
#17 - 2016-01-29 15:31:16 UTC
Damjan Fox wrote:
Quote:
it just feels like your underwater sometimes.

It's not water. It's tears.

I prefer to think of it as the pod goo from all the people I've podded. Every time you pop a pod you make space a little more maneuverable.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Ginnie
Doomheim
#18 - 2016-01-29 15:38:31 UTC
And technically, you shouldn't hear turrets firing or engines blasting or any of that...

See Page 6 Science

It sounds plausible enough tonight, but wait until tomorrow. Wait for the common sense of the morning.

Neuntausend
Republic Military School
Minmatar Republic
#19 - 2016-01-29 16:18:16 UTC
Paranoid Loyd wrote:
Play KSP, then imagine trying to fly your ship in EVE using that physics engine, you will soon realize how unfun and silly this game would be with anywhere near real physics.


People have been going on about the "steep learning curve" in Eve. Imagine the learning curve when you try to go somewhere, or even try to hit something while moving on an orbital trajectory at orbital speeds. Smile
Ima Wreckyou
The Conference Elite
The Conference
#20 - 2016-01-29 18:17:13 UTC
So the drag upsets you, but not the max-velocity?
123Next page