Void Crew
Ship controls
The ship controls are rather wacky. I see an yaw control and vertical control. No roll or pitch. Is there an option to turn these axis control on that don't require a sixth finger?
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No roll at all, pitch is Space/C for up/down respectively.
I hope the Devs fix the ship controls.
Yeah the flight model is pretty awkward. It feels rather more like piloting a fat manatee than a spaceship lol
I was really hoping for proper 'ship' control considering we're in space, it does not feel right considering everything is on various axis and yet we're stuck to an X-Y graph. I want to be able to point nose up or down and fly in that direction.
Personally I've never used C for crouch. I've immediately switched that to left CTRL.

YMMV.
My understanding is that there is no 'roll' because the game uses a physics model for gravity and velocity. Because the spaceship is actually there in real-time it means the game is constantly calculating the movement of any objects and players during the mission, so any items not plugged into a shelf would fly to the ceiling if you turn upside down, and anyone without the magnetic boots upgrade would get thrown all over the place, and need to remain seated.

This would basically force player builds to get that boots upgrade, because ship gravity could potentially stop working whenever the power goes out, and now even if you do have magnetic boots you just have to remember not to press the 'jump' button because the ship might actually be facing 'down' and now you are falling.

Anyone standing on the outside of the ship would also tilt and roll with it while doing repairs. This means that the players also need controls to tilt and roll during EVA so that they can land feet-first on the roof while the spaceship is upside down.

If players could also do this INSIDE the ship then it means there will be people walking around on the ceiling even though everything is currently designed to be used while standing on the floor. It does mean there is a lot of potential for innovation in layout design, but it also means RE-DESIGNING how a lot of existing stuff works (like the switches for module power are currently positioned for a person standing on the floor).

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If you want to see a different method for space flight design - check out something like Warframe Railjack where the inside of each space ship is actually a separate location which is always upright. It doesn't actually move and the pilot is basically in control of a 360 degree camera - all of the external views are like video screens giving you the illusion of flying through space, turning upside down, etc.

When you take control of a turret or exit the ship in Railjack you are teleported to a different location where all of the enemies are. Boarding a ship is the same process, where you go inside that location which is also not actually moving.

Warframe also had a game mode called 'Archwing' before Railjack came out, and it was like a test model for space flight and combat - These 2 game modes were combined and you can see that it took a while to get it working properly.

This video (not my video) shows how when the Archwing system stops working properly, the player is actually just walking around, and the Archwing device lets them fly around in an outdoor arena with lots of flying enemies, and they can see the 'model' of their own Railjack spacecraft (it is the 360 degree camera which can be damaged by enemies, and has turrets attached for each gunner).

This pilot controlled model has a button on each side to give players in space internal access when they get close enough.

All of the transitions for player access to a spaceship are doorways, and the animation shows them dismounting from their Archwing and 'launching' inside.

https://www.youtube.com/watch?v=SqRRizhsXDY
Τελευταία επεξεργασία από bl_4u; 22 Απρ, 0:20
Αναρτήθηκε αρχικά από bl_4u:
My understanding is that there is no 'roll' because the game uses a physics model for gravity and velocity. Because the spaceship is actually there in real-time it means the game is constantly calculating the movement of any objects and players during the mission, so any items not plugged into a shelf would fly to the ceiling if you turn upside down, and anyone without the magnetic boots upgrade would get thrown all over the place, and need to remain seated.

This is not the case. The game has physics for upside down flight and can handle it (pushing ship rotation high enough will flip the ship upside down, and players and objects will stay with the ship in this situation), however the devs have stated they chose the simpler flight mechanism for ease of understanding for the players.

I can't say I agree with the controls as the devs designed, but this is the internet so someone's gotta correct you about bad info.
Τελευταία επεξεργασία από Dragon; 22 Απρ, 23:39
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