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Star Citizen: Flight Model & Input Controls Explained

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

Star Citizen: Arena Commander has been out for a couple of weeks and the development team has been avidly keeping track of user comments and criticisms. Two of the most common issues tracked by the team are the flight model and the input controls. In a special "From the Chairman" blog, Chris Roberts takes time to discuss the design decisions made by the team, including how they affect Arena Commander and the larger game at release.

Most space games (including my past ones) greatly simplify the simulation, usually as an atmospheric flight model without gravity and air resistance – ships have predefined pitch, roll and yaw rates, linear acceleration (that is applied to a simplified point mass) and a capped top speed. When you want to turn, the joystick or mouse input is mapped directly to the specified turn rate irrelevant of the ship’s moment of inertia. Damage is usually handled as a multiplier on the turn rates and linear acceleration.

Star Citizen doesn’t do that. We model what would be needed on an actual spaceship, including correct application of thrust at the places where the thrusters are attached to the hull of the ship – in our model moment of inertia, mass changes and counter thrust are VERY necessary. Star Citizen’s physical simulation of spaceflight is based on what would actually happen in space.

Roberts further elaborates that this is far from a perfect system given its complexity. However, knowing this was one of the primary driving forces behind getting Arena Commander into the hands of backers and to gather intel on what players think.

The second major topic Roberts explains is Control Devices. The debate has been strong with sides coming down along the lines of mouse / keyboard controls vs joystick controls. Roberts explains that neither system should be construed as having an advantage over the other and that the team is working to address concerns from the community.

Further topics of discussion include:


  • Yaw vs Roll

  • Turreting

  • Gimbaled Weapons vs Fixed

The post is a long and detailed one but of keen interest to current testers and future players. You can read the full article on the Star Citizen site.






¯\_(ツ)_/¯ 


Comments

  • CaskioCaskio Member UncommonPosts: 339
    I like the current flight model.  Feels more fluid and what I would expect in a space sim.  I greatly enjoyed the old X-Wing/TIE Fighter games, but I like SC's flight model better.

    "If you're going to act like a noob, I'll treat you like one." -Caskio

    Adventurers wear fancy pants!!!

  • Mad+DogMad+Dog Member UncommonPosts: 785
    This sort of stuff should of been sorted along time ago. Do they not know what direction they want to go in?

    image
  • AzothAzoth Member UncommonPosts: 840
    Originally posted by Mad+Dog
    This sort of stuff should of been sorted along time ago. Do they not know what direction they want to go in?

    Not really, we are still early in development, and that module is exactly there to test that kind of stuff.

  • GdemamiGdemami Member EpicPosts: 12,342
    Airplanes in space..lmao
  • Geebus80Geebus80 Member Posts: 92

    it seems Chris learns the hard way that simulation fans dont actually want true to life simulation when it makes it difficult.

    I personally love the flight system, have to reteach myself how to fly properly, though i do not like that uncouple feature, it should always have drift and lots of it its freakin space.

  • mayito7777mayito7777 Member UncommonPosts: 768
    I just want to know how Roberts know how a ship behaves in open space, has he ever flown one out there?

    want 7 free days of playing? Try this

    http://www.swtor.com/r/ZptVnY

  • DarLorkarDarLorkar Member UncommonPosts: 1,082
    Originally posted by mayito7777
    I just want to know how Roberts know how a ship behaves in open space, has he ever flown one out there?

    That's not fair. You can do computer modeling pretty well on how most thing will act/react in space.

     

    Now once you get into the magic of anti gravity or warp.. then just guessing  mostly.

  • AzothAzoth Member UncommonPosts: 840
    Originally posted by mayito7777
    I just want to know how Roberts know how a ship behaves in open space, has he ever flown one out there?

    We can send a bogey to land on mars, don't you think we know how spacecraft move in space ?

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by mayito7777

    I just want to know how Roberts know how a ship behaves in open space, has he ever flown one out there?

    Primary school physics....

    The ridiculous part is how CR was boasting about "realistic" flight model and then this....lol

  • CaldrinCaldrin Member UncommonPosts: 4,505

    I have no issues with the flight model myself.. hell tis still a very early alpha build my only issue with it at the moment is that there is no feeling to the game.. but that will come in time..

     

    Saying that seeing the latest gameplay videos from Elite Dangerious I think the devs for SC need to pick things up a bit as Elite is looking like it already plays really well.

  • EpistolariusEpistolarius Member UncommonPosts: 3
    Originally posted by Mad+Dog
    This sort of stuff should of been sorted along time ago. Do they not know what direction they want to go in?

    What do you mean? They set the direction they want to go with the flight model a long time ago.

    Time's the thief of memory.

  • DocBrodyDocBrody Member UncommonPosts: 1,926

    with HOTAS this is going to be a dream, no other game has in depths space physics like Starcitizen

    mouse mode sucks but who the hell plays space sims with mouse

     

    what I really want to know is which actors they will bring back from Wing Commander

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