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Vessel Motions

Posted: Sat Mar 27, 2004 1:37 am
by baldthing
Even during stormy conditions there seems to be very little vessel roll motion modelled. Is this on purpose? Surely a large beam wave (like during 'stormy' conditions) hiting a destroyer should make it roll enough to make you feel seasick? Roll motions seem to be minimal, which make me wonder if pitch and yaw are also modelled in any depth? Are proper vessel RAOs used to model wave interaction? If not, I think this would be a worthwhile addition to future releases, to get the feeling of really being on the high seas! Assuming it doesn't take up to much processing power of course.

Only a minor niggle, otherwise a superb game. Hats off to all at Tesseraction!

Vessel Motions

Posted: Sat Mar 27, 2004 7:16 pm
by Argon
I think that if the model of pitch and roll was modeled anymore extreme, people would get sick. Also aiming guns and fighting in first person would be impossable. You wouldn't be able to see anything in Binocs. I think that realism has to be balanced with playability but that's just my opinion buxton:

Vessel Motions

Posted: Sat Mar 27, 2004 7:27 pm
by East
Argon has voiced our position pretty well. That being said, the physics are in for an overhaul to allow realistic performance and damage modelling. Some of our seas are high enough that a boat foundering is a real possibility if we increase the roll amount btw.

Vessel Motions

Posted: Sun Mar 28, 2004 2:25 am
by BubbleTrail
Would maybe nice to know how many people play with the view position stabilised, or realistic in the first place... or know of the possibility to change it. (Poll?)

Always keep my camera stabilisation off, and must say it is very realistic compared to a real ship during a storm, as long as you going straight into the waves. In RL there would be slightly more movement along the axis of the ship with the waves coming from the sides, but that is indeed what makes you seasick a lot easier than facing the waves head-on. Would indeed be a bit too realistic, maybe, and aiming almost impossible.

Really, full marks for achieving as much realism as you already do. Even remarked on that specifically while showing the game to other people as one of it's many strong points. Gravity and inertia etc. are much harder to fake convincingly than most people would think. Marvellous programming.