Forums » SimHQ Community » Outer Space & Science Fiction » Arvoch Alliance - Mission Based space-combat sim


Page 2 of 2 < 1 2
Topic Options
Rate This Topic
Hop to:
#3438556 - 11/21/11 08:22 AM Re: Arvoch Alliance - Mission Based space-combat sim [Re: Renic]
EAF331 MadDog Online   tunes
XBL: LanceHawkins
Senior Member

Registered: 12/07/99
Posts: 3850
Loc: Oslo, Norway
Originally Posted By: Renic
On a side note though, you did just turn me on to Alastair Reynolds, whose brand of sci-fi looks really interesting. Gonna have to see if I can get one of his books on my Kindle.


Mission accomplished biggrin

Top
#3439002 - 11/21/11 05:39 PM Re: Arvoch Alliance - Mission Based space-combat sim [Re: EAF331 MadDog]
Renic Offline
Member

Registered: 08/23/11
Posts: 157
Loc: Southern California
Originally Posted By: EAF331 MadDog
Mission accomplished biggrin


Indeed. I've been reading Revelation Space, and am quite engrossed in it already. It's been taking time out of my visits to Skyrim, which is saying something, since I already have over 50 hours in the game!
_________________________
"He who sacrifices freedom for security deserves neither." - Ben Franklin

"I won't bow out bravely. I'll be kicking, screaming, fighting. To the end."

"I'm throwing Pit Building against the wall to see what sticks!"

Renic's Simpit blog

Top
#3439976 - 11/23/11 04:33 AM Re: Arvoch Alliance - Mission Based space-combat sim [Re: Renic]
Legend Offline
Legsie is such a
Hotshot

Registered: 05/09/00
Posts: 7572
Loc: Zutphen, NL / ShangHai, China
So is this comparable to Wing Commander?
_________________________
There is a theory which states that if ever anyone discovers exactly what the universe is for it will instantly disappear and be replaced by something even more inexplicable.
There is another theory which states that this has already happened.

Top
#3439988 - 11/23/11 05:04 AM Re: Arvoch Alliance - Mission Based space-combat sim [Re: Renic]
CyBerkut Offline
Member

Registered: 07/24/09
Posts: 238
From looking at the web site, it *appears* to be more sim, less space opera. But I haven't tried it yet.

Top
#3460315 - 11/23/11 07:19 AM Re: Arvoch Alliance - Mission Based space-combat sim [Re: Renic]
Raw Kryptonite Offline
Beat the Kobayashi Maru
Hotshot

Registered: 04/04/08
Posts: 7071
Loc: MS
I don't have that particular game, but I do have an earlier one. They're very sim-like. One of the few to have Newtonian physics and planetfall. Not really like Wing Commander.
_________________________
•XBL/Xfire: Raw Kryptonite
•Logitech G27 Nixim •360 Wheel
•AMD FX-4170 •Sapphire Radeon HD 6950 2GB GDDR5
•16 GB Corsair Vengeance 1600mhz PC3-12800 •MSI 990FXA-GD65 Mobo
•X-Fi Fatal1ty Pro/Logitech Z-5500 •Win 7 64

Top
#3460334 - 11/23/11 07:57 AM Re: Arvoch Alliance - Mission Based space-combat sim [Re: Renic]
bogusheadbox Offline
Opinionated Aussie Bloke
Member

Registered: 03/14/06
Posts: 798
Well its got some very good aspects to it.

Like gravitaional pull.
shield management 4/4
energy management Shield/weapons.
customisable ships
fuel consumption

I wouldn't call it a full sim, more like sim like as it retains its game play. Yes you can rotate whilst travelling in a direction but rotation is still non newtonian. I.e. Roll left and it will stop when no more commands. Pitch up and it will stop with no more inputs.

So newtonian in the sense of forward, back and sideways linear movement. Non newtonian with pitch bank roll.

A good game with a good crowd. Worth the money IMO
_________________________
Why do we love a country where everthing in it can kill us (even the women)

Top
#3460697 - 11/23/11 03:38 PM Re: Arvoch Alliance - Mission Based space-combat sim [Re: bogusheadbox]
Renic Offline
Member

Registered: 08/23/11
Posts: 157
Loc: Southern California
Yeah, it's "Newtonian Styled" physics, being able to turn on and off the "IDS" or, "Inertial Dampening System".

But I can totally see how true Newtonian physics would get very annoying, confusing, and vomit-inducing in a combat type game.

And you can easily explain away the lack of Newtonian pitch, yaw, and roll by saying that those are controlled by a very sophisticated computer and precise, powerful maneuvering thrusters, each outputting an amount of force equal and opposite to the direction of spin in order to stabilize the craft when it's time to stop maneuvering. Heck, by starting the opposite forces before the maneuver is finished, but with lesser power, ramping one up as the other faded, you could decrease the time to a full stop considerably.

I would think that by the time we have the technology to pilot small, single seat spacecraft through the vast reaches of space that we would have worked something like this out.

It's what I envision in my mind to help keep the immersion, anyway. biggrin
_________________________
"He who sacrifices freedom for security deserves neither." - Ben Franklin

"I won't bow out bravely. I'll be kicking, screaming, fighting. To the end."

"I'm throwing Pit Building against the wall to see what sticks!"

Renic's Simpit blog

Top
#3461083 - 11/24/11 07:08 AM Re: Arvoch Alliance - Mission Based space-combat sim [Re: Renic]
bogusheadbox Offline
Opinionated Aussie Bloke
Member

Registered: 03/14/06
Posts: 798
I think that is how they describe it in game renic and I think that satisfies me aswell.

As for technology wise, I think we are already there. Ring laser gyros are very accurate and would be (I assume) able to correct for linear or rotaional forces. Well at least they work well on a plane (which is 3d environment)
_________________________
Why do we love a country where everthing in it can kill us (even the women)

Top
#3461580 - 11/24/11 10:04 PM Re: Arvoch Alliance - Mission Based space-combat sim [Re: Renic]
James McKenzie-Smith Online   wacky
Senior Member

Registered: 01/29/01
Posts: 3363
Loc: Vancouver, BC, Canada
Originally Posted By: Renic
And you can easily explain away the lack of Newtonian pitch, yaw, and roll by saying that those are controlled by a very sophisticated computer and precise, powerful maneuvering thrusters, each outputting an amount of force equal and opposite to the direction of spin in order to stabilize the craft when it's time to stop maneuvering. Heck, by starting the opposite forces before the maneuver is finished, but with lesser power, ramping one up as the other faded, you could decrease the time to a full stop considerably.

I would think that by the time we have the technology to pilot small, single seat spacecraft through the vast reaches of space that we would have worked something like this out.

It's what I envision in my mind to help keep the immersion, anyway. biggrin


Look at the external view, with the IDS off, and start a roll (or pitch or yaw). When the player centres the stick, you will see that the ships fires thrusters to automatically counteract the roll (or yaw or pitch), so the game actually simulates precisely what you mention, and also is perfectly consistent with Newtonian physics. It just does not seem like it, because the system is completely automated, and to maintain the ship spinning on an axis, one would have to continue with a control input, even though no fuel is being used, and there is no atmosphere to slow or stop the spin.

Top
Page 2 of 2 < 1 2
Topic Options
Rate This Topic
Hop to:


Forum Use Agreement | Privacy Statement | SimHQ Staff
Copyright 1997-2012, SimHQ Inc. All Rights Reserved.