Have you played Frontier or FFE? You do interstellar jumps, but once you've jumped you can easily spend days or months in intrasystem flight, that's what the time compression is for. Of course, multiplayer eliminates time compression, but this is an example of a necessary concession which no-one seriously disputes.Even with nuclear power we're still talking about several weeks to a month of travel. And that's for Mars alone. The so-called space-sims are not about a month-long trip to mars, not even about a exploring the solar system. No, they're about Interstellar travel.
Even if we reach light speed (which is reaching into magic fantasy territory), that would still take several years to reach Alpha Centauri alone.
So, once we magically solve hard problems, we will able to tackle the next hard problems?
You're not talking about chicken-and-egg situation, you're talking about some seriously hardcore situation. Things do not just magically get less expensive. Putting anything more than a little robot or a flag on the moon would alone be a revolutionary marvel, let alone build bases and send more satellites in more dangerous (debris and radiation) orbits on low-gravity planets.
And again, think of the scale. We're talking about making a base on the moon. Not colonies on Jupiter's moons, not space stations near Neptune, certainly not colonies on an earth-like planet thousands of light years away.
Again, don't get me wrong. I don't think that space sims should not have Newtonian physics, not at all. That sounds like a great game on its own, where you have to take inertia into consideration, you can't shift directions abruptly and so forth. Yes, that's sounds really great. Just stop pretending you want that because it's more realistic and scientifically accurate, it's fucking embarrassing. Like anime sperglords who want "realistic" mechas kind of pathetic.
It is funny that a real space sim must have newtonian physics, but you don't care if the ships have magic armor, magic propulsion, magic lasers, magic computers and so on. Think of it this way, if the future ships can have those magic subsystem, maybe we will have magic controls that make the ships control like an arcade game. This has happened before, compared to WW2 fighter planes, today's jets controlled like a dream.that feeling of plausibility that arcade games can never give us.
A phallic fruit for fruity autists who like to gobble cock.And it's really retarded, cause who'd want bananas when you have apples. Faggots, that's who.
God damn i wish I backed this instead of Star Citizen.Jesus christ, I've wasted my time doing trade runs. I found 3 unidentified signal sources with gold floating around just outside freeport. Ka-ching!
I always wondered why some people get bent out of shape about newtonian physics and completely ignore everything else that's completely wrong with flight sims. Like lasers that leisurely float through space slower than a baseball pitch.
I always wondered why some people get bent out of shape about newtonian physics and completely ignore everything else that's completely wrong with flight sims. Like lasers that leisurely float through space slower than a baseball pitch.
Lasers in the old games are basically instantaneous. As for Newtonian physics, it is in both Frontier and FFE and very much defines the entire spaceflight aspect. For me it is not so much about the realism (though it is nice) as it is about preserving the character of the games. Changing the physics changes everything from combat to exploration and travel between spaceports. For fans of the two most recent prequels I think it matters quite a lot.
Have you played Frontier or FFE? You do interstellar jumps, but once you've jumped you can easily spend days or months in intrasystem flight, that's what the time compression is for. Of course, multiplayer eliminates time compression, but this is an example of a necessary concession which no-one seriously disputes.
This. But more Call of Doodoo than Arma. Arma takes realism and applies it across the board. While CoD tries to be "authentic". It makes an impression of a serious game, while being completely the opposite. And with that it takes away the fun.Call of Doodoo and ARMA are what you get when you take a basic game like Doom or Blood and add "Newtonian physics" to them.
Well, that explains a lot.I don't like space sims and haven't really played them much at all
Lasers in the old games are basically instantaneous.
No, it gets brought up as a great example of a flight model done right. The game itself has plenty of flaws, but the flight model is better(read: more fun) than any of the arcade games' flight model.Lasers in the old games are basically instantaneous.
https://www.youtube.com/watch?v=9FKjszHQI9w#t=242
Which gets brought up as the great example of realistic physics.
I don't see how your "I only like 3 games out of tens" is any more valid than mine. I like different kind of space adventures, ones that Elite or X don't really provide.Well, that explains a lot.
Seriously, what's going on here? Why would you be arguing in a space sim thread if you don't even like space sims and have no idea what you're talking about due to not having played any?
Kinda difficult to take anything you say seriously when your experience with space sims amounts to 'touched Elite and played some X'.
As pictured here.the flight model is better(read: more fun)
For reference, I've played the following space sims: Elite, First Encounters, Xwing, Tie fighter, Privateer 1&2, one or two of the WC games, Freespace 1&2, Freelancer, all the X games, Iwar1&2, B5IFH, Evochron Mercenaries, and several more whose names I can't recall at the moment. I've enjoyed many, even most of them.I don't see how your "I only like 3 games out of tens" is any more valid than mine. I like different kind of space adventures, ones that Elite or X don't really provide.
Kinda difficulty to take anything NP-fags say seriously when they think the so-called space sims are actual simulators.
I've haven't played SC and have no idea about their implementation. My comment was the Iwar2's flight model is more fun than that of any of the games I have played. So why don't you comment on Iwar2's implementation compared to the classic big arcade space sims rather than jumping to some other game(that's still 10 years away from release no less)?As pictured here.the flight model is better(read: more fun)
Yes, i know SC's flight model isn't 100% realistic, but it's close enough to see the difference.
Ok, I-War's flight mechanics are definitely interesing and fun, they work in that particular game really well. It gives you a taste of freedom of space flight and adds a new layer of complexity. And i would definitely like to see more well made space games with Newtonian flight physics... Especially, because i didn't like I-War 2 for enirely different reasons.I've haven't played SC and have no idea about their implementation. My comment was the Iwar2's flight model is more fun than that of any of the games I have played. So why don't you comment on Iwar2's implementation compared to the classic big arcade space sims rather than jumping to some other game(that's still 10 years away from release no less)?
You pretty much just described Star Citizen's flight model. As a result, a lot of people complains about input lag in that game (lag = time required to apply counter thrust to change the direction they are moving in).One inherit advantage of newtonian for instance, is that flight assists + strong side thrusters effectively = arcade, thus giving you both worlds.
I don't. Look, I already covered that in my first posts:And how would you know whether one style is or isn't natively better than another without having tried both(obviously implementation is alpha omega in both cases)?
That being said, I'm not against making space games feel and play different. Innovation is key and it's why space games have evolved from Space Invaders and Galaxian to Elite and Wing Commnander.
Just don't pretend you're doing it for the sake of making games scientifically accurate. If you want scientifically accurate games, play Orbiter or SSM and try to promote those kind of games to be further developed.
Again, don't get me wrong. I don't think that space sims should not have Newtonian physics, not at all. That sounds like a great game on its own, where you have to take inertia into consideration, you can't shift directions abruptly and so forth. Yes, that's sounds really great. Just stop pretending you want that because it's more realistic and scientifically accurate, it's fucking embarrassing. Like anime sperglords who want "realistic" mechas kind of pathetic.
Why do you keep posting in this thread, when you have openly admitted that you have zero experience relevant to the topic.