Starcom: Nexus

Starcom: Nexus

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CysteicAcid Dec 14, 2019 @ 3:39pm
Newtons first law
Didnt anybody of the developers take a basic course in classic physics?
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Showing 1-15 of 16 comments
Fireshot Dec 14, 2019 @ 4:09pm 
Its made by a single person so give em a break. Its more about the story than worrying about physics and such.
zombiewarrior07 Dec 14, 2019 @ 4:15pm 
It's a game, not a realistic physics simulation.
Fireshot Dec 14, 2019 @ 4:23pm 
Originally posted by zombiewarrior07:
It's a game, not a realistic physics simulation.
Indeed! Its pretty impressive for having but a single person who made the whole thing! I mean you have to give em credit where it is due. They have a pretty damned impressive game and whats more is they give WEEKLY updates about the progress of the game. I have played it all the way through myself and loved every bit of it.
HoboOfSerenity Dec 14, 2019 @ 4:44pm 
Well given that the first law tackles inertia and you have upgrades to your mobility called inertial dampeners, I think it's safe to assume that the ship has ways to stop drifting beyond the thrust vectoring and RCS systems you can see when turning the ship.

Besides while you decelerate slowly after letting go of the thrust key, you do drift which is accurate according to the laws of motion. There's just future space science at work to counteract inertia, probably to provide macrogravity for crew or *insert RP explanation here*. Also the speeds at which you travel, which are measured in AU are all technically FTL speeds IF it's going by the real life measurement of an AU as light takes about 8 minutes and 20 secs to travel 1 AU, so if you have the tech for FTL travel, you probably have fancy gyroscopes or space science to combat inertia, if not your entire crew would have their insides explode out like a chestburster when you crash rather than just the ship taking a bit of damage.
Walko Dec 14, 2019 @ 5:24pm 
It's because of Lorentz metric tensor which at relativistic speeds creates an effect similar to drag. At least that's what my science officers says.
Vlad_1492 Dec 14, 2019 @ 6:42pm 
If it makes you feel better, the speeds involved are measured in AU/SEC. Far faster than light. Perhaps overcoming that takes constant energy.

Oh. Lorentz metric tensor, huh? Off to google that....
CysteicAcid Dec 15, 2019 @ 1:09am 
AU/SEC... So the planets are on par with our solar systems
knallfix Dec 15, 2019 @ 5:42am 
It's a game ...
Fireshot Dec 15, 2019 @ 6:13am 
A extremely good game at that.
Dude-Entity Dec 16, 2019 @ 7:57am 
lol I remember when i was a kid I used to post stuff like this cause I though it made me look smart

Serious answer though, unless the core mechanic of a game is entirely based around realistic space physics, they're only a detriment to the experience.
CaoLex Dec 16, 2019 @ 8:25am 
Originally posted by CysteicAcid:
Didnt anybody of the developers take a basic course in classic physics?
Bah, the games like this pretty painfull to play. It is fine for simulators and "funny simulators" as KSP but in arcades it's more pain than enjoyement.
The same with the sound in the void.
Chocoswag Dec 18, 2019 @ 5:14am 
Originally posted by CaptainFatty:
lol I remember when i was a kid I used to post stuff like this cause I though it made me look smart

Serious answer though, unless the core mechanic of a game is entirely based around realistic space physics, they're only a detriment to the experience.

Didn't the developers realize that space is three dimensional!?
Fireshot Dec 18, 2019 @ 6:51am 
Look the game is made by a SINGLE person! So get off their back people. Its pretty awesome what they managed to do on their own as it is!
dadapawa Dec 19, 2019 @ 11:22am 
Realism and fun gameplay mechanics are quite often two totally different world.

I rarely hear anyone complain about how in most game you are not down after 1 stab/projectile, while in real life, nobody "regen" their health or is back to 100% after using a bandage. But for the sake of the fun, that is how it work.

Originally posted by CysteicAcid:
AU/SEC... So the planets are on par with our solar systems

So with this comment, you either want
A - The ships, planets and everything a LOT smaller, making it impossible to anyone to see on screen.
B - Make the ships travel to a "smaller number" of AU/sec to take into account the size of things to be more realistic. But if we want to keep the realism that you want, the issue with this is you end up with solar systems/planets requiring to be equally further, making it take ages to travel around.

So you wish either pixel like objects, or requiring an hour(s?) to travel between solar system. Personally, I wouldn't play your game.


Originally posted by CysteicAcid:
Didnt anybody of the developers take a basic course in classic physics?
have you not played any other video game? Unless you have a degree in game design, which is obvious you have not, I suggest reading a minimal on the subject. it is really interesting and could make it clear why everyone is responding negatively to your comments
Akhlys Dec 19, 2019 @ 3:40pm 
To be fair, it should just have been another term than AU/s. one of my first impressions of the game was "wait, if I travel ten times the distance from earth to sun in a second, why does it take me that long to just fly to that planet right next to me?".
To put it into perspective, traveling even one au/s is like traveling 499 times the speed of light. You can achieve 80 times that easily.
Sure, with real astronomical distances, that's still "slow" compared how "quick" you get around in game, but I guess it was just called au/s because it sounded sciency and people were not expected to know what it meant. So why not just rename it? Star Trek did it quite successfully with "warp". It got a specific meaning now and they assigned real speeds but at the time of the originals, I'm pretty sure it was just code word for "fast". Call it hyperflux or even use a made up abbreviation like XIP.

I'm also not like OP thinking badly of the game or it's dev for it or expecting it to be realistic - I'll take 'fun but unrealistic' over realistic any day, which is why I have no problem with what the thread title refers to (I played games like that, it was annoying).
I see the unit name change as an easy way to improve a good game in a way that would not take anything from it.
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Date Posted: Dec 14, 2019 @ 3:39pm
Posts: 16