#Experimental Thruster "Ramp Down" Preview
2594 messages · Page 3 of 3 (latest)
the original proposal was everything
i thought ht walls were still maneuverable enough
*monothrust ht
Having some form of rampdown on all thrusters would make less-monothrust ships more viable/optimal, and that brings also good things, more complicated/interesting thruster designs
So more could be accomplished than only a MRT nerf
Huges still allow for a ton of non mono thrust ships
Mrt is the only thing that shifted the mono thrust balance as it has no draw backs to huges
huges have no draw backs comapred to large
large has no drawback compared to standard
standard has no drawback to tiny
Huges act as a baseline for thrust imo
And if smaller thrusters have to little advantages then maybe they should have buffs looked at
i do not think buffs are the way to go
So adding rampdown on all makes more mixed designs something more worth
But the meta is healthy with huges as the base
unless their niches are redefined
yeah that is because you have never seen healthy meta before
there is never a design consideration for thrust size
And that mrt is the issue here
it is just "what is the biggest thrust i can use"
previously, when ramp up was not bypassable, it was a consideration
@eager whale thoughts?
oops @limpid canyon
I believe I had this discussion with them earlier today in excelsior
juno agrees its too far for the most part
i like the fast lane but eh it gets boring after you dodge 500 lines of missiles
relevant thread: in excelsior
You have no idea how happy I am to have someone air can’t pull the seniority card on agree btw
why bad for game do you think?
(Make sure you send me your paypal /j)
i am not a fan of grace period because it is a hidden number that is hard to describe succinctly in the stat box
That’s a fair criticism of it
hidden number = bad (wish there was a better way to make magic thrust work because new players do get confused)
I don’t think it is enough to knock it down as a much more forgiving system while still having the same agility penalty’s
Even non new players do when I tell them to drop the reverse thrust in dom
personally i think large thrust should actually have a minor ramp down time increase, but every thrust's ramp up should be halved to match their ramp down
i like the new way because feathering is not required, so it is less impacted by lag and it is more about how long you hold the thrust down for
Making it 1 to 1 ish?
yes
1:1 exactly
easiest way to show in stat block and in tutorials and just makes intuitive sense
Mfw that makes stuff moar of am issue but whatever
It’s only fair I entertain and understand airs suggestions fully
If I want them to do the same
Disagree or not
i can see your point and how it would in fact fix stuff without disrupting tooooo much
however, i think there is more fixing that can be done despite more disruption
??? did you test it? mod it and see
Given the massive impact itll have on the game in general + the new plater experience its not goos
on new player it should do literally nothing because they are just learning ship controls
I think that that change should be made after the mrt nerfs if done to let the meta stabilize a little
Literally dont mod, if you are so insistent that I do so make me a mod and ill test it
I’m not supporting the change tho
"this change is going to be terrible" *does nothing to prove it* ????
I have laid out pretty detailed, logical arguments, Air.
You too keep baiting each other go argue where the devs don’t have to shift it pls
"it has less delay so it will be harder to control" makes no sense
Not really?
Because the advantage of rampup is the fine manuvering it can give you
are you saying it is easier to do fine manevers with long ramp up time or short ramp up time
Long, at least on bigger thrusters.
how so? if the thrust reacts quicker, you can do the adjustment quicker
my main reason for wanting to halve ramp up is so the total time where the thrust is not at the desired force is the same as it is in stable
It literally lets you use less thrust to make those fine adjustments
in stable, it is 100% at the start and 0% at the end, and now it should be 50% at start and 50% at end
i think this is a misunderstanding of how physics works - if you have a thruster that functionally has 2x more force due to ramping up 2x faster (because you wont' fully ramp up for small things) then you can make the small things faster under ai control
if it's manual, then i think it is just not learning the timings
For manual its far more flexible to do it with rampup then without, simply because you do not have to use all of your thrust force
what's stopping you from pulling out earlier if ramp up time is shorter?
🤦♂️
Kelsia it doesn’t make stuff entirely uncontrollable it is just much less agility
Because its significantly less precise
It’s less agile and responsive and requires more thought out momevemts
Which isnt good, as its more of a cliff for newer players
We are just arguing that it doesn’t need the agility nerf not that it’s less precise
Ok well saying it’s harder to control as a newer player is difficult to compare
As you have to find someone completely new to all thrust to justify it
Very few in the PvP community are arguing it’s literally not precise it’s just a crazy high agility nerf
I would say it is more difficult in general, unless at high (1x-4x) speeds and small ships with very high thrust to weigth. than the more precise/slow imputs help and its actually easier
I never said it wasn’t I just said it’s difficult to argue as we all have some experience and learning without it
i did not pilot beyond ~10 min intervals for ~3/4 of a year so i am probably the closest one to a new player here lol
Plus I would argue it heavily disincetivises using anything but tiny thrusters for maneuvering, which I definitely dislike
(Mainly because in order to do those fine manuvers you would have to turn off any of the larger thrusters and be unable to turn at any sort of decent speed)
-_-
Ok so that’s bait
Saying your more unfamiliar with thrust techniques and piloting than career players is underestimating your own piloting lvl
^^
true, i just mean that i do not remember any timings
so i need to relearn from scratch
Myb
and currently, for me at least, timings feel decent and although things do not feel as agileas before, they are still fairly controllable
Me when I the muscle memory
yeah i did have to relearn it at first
Coming from a mediocre Elim PvP player perspective, I agree on all points.
-# Though to nitpick, can you fix the markdown bullet points?
not from me
the biggest question/disagreement rn seems to be between adding rampdown to huges or not
i personally am ambivalent as to whether or not it is added to huges, but would definitely like to see it tested with 1/4 rampdown for MRT, 1/8 for huges, and 0 for everything else
easy to test just change the values in the files
make a mod of the preview, if thats possible
would you bring back the recovery window then?
yeah, though probably smaller for MRT and HT
made a mod with these values (and fake recovery window) if you want to try it
still feels like too much to me
imo even larges and standards should have ramp down
their ramp up/down is so low it doesn't really matter much
so why not keep it for consistency?
that is fair, but there's also the argument that if it doesn't really matter why have it
consistency and should still be a consideration, even if minor
otherwise then it will still just be "pick biggest thrust you can use" for every thruster that does not have rampdown
It still does tho-
yes, that is the point
due to
Your contradicting yourself ynow
it should have impact
ramp up should always be a consideration
even if it's a relatively small consideration
but currently in stable it is not at all
Do you geniunely expect me to be able to use tinies for 10m+ ships
Geniunely
Its pretty clear it does make it harder to pilot, and that aint a good thing.
...that is the point
So the point is to make piloting harder
yes
Thats what your saying?
Then straight up no.
Pilotings already hard for new people to get into.
Just making it harder has no positive benefits, and I would argue it restricts creativity within ship designs.
it restricts things that restric many many many more other creative things
generational beef with career players
If you are forced to build a certain way in order for a ship to be controllable it aint good
is this a cannon event for you two to argue
???
if you're forced to build using a certain part for your ship to be able to do things it ain't good
How does HT having no rampdown restrict me from making ships
air's primarily speaking in a competitive sense there
Then air can stfu, because that isnt any reason for game-wide changes.
skipydog pt 2
Especially since career should be the main focus.
this affects career balance too
na na u dont get it
other people in this thread have also mentioned that they'd enjoy monothrust being somewhat less prevalent in career
it's not the most common opinion but has been a thing mentioned
anyway afk a bit
it would make it easier for new players to "trick" the ai into doing something dumb if the ai is using monothrust, which is constantly complained about
But it would also be harder to control your ship in general
And it would heavily restrict your designs
i do not think heavily restrict is a good descriptor - almost every career built in still works mostly the same except for the monothrust ht ones
uses large thrusters to manauver
dies of death because they cant do that noe
uses literally anything but tinies to manuver
same result
idk this felt pretty agile to me and it has ht
not necessarily the case dependent on implementation
The player having less control isnt good
That also has ~300% more thrust then most career ships...
this felt about the same as it does in stable, except for the rts bugs
also ngl i don't think that should be the case honestly
But in my opinion the player having to build ships well to have maneuverable ships is a good thing.
currently max speed = maneuverability/agility which is very very bad for balance
as ships get larger, their thrust should need to get larger as well, which would also serve to enforce the logic of big ships being necessarily more sluggish than small ones
well if the big ship is using bigger thrust, naturally it would be less agile
if it continues to use less efficient smaller thrust, it will stay agile but be more expensive
i don't think it should ever be to the point of like, needing MRT to turn, but you also shouldn't have to slap 200 tiny thrusters on as well
There is a difference between fairly basic stuff like that and this, especially for new players.
Like most new player ships barely hit 100m/s at most, they dont need this manuverability nerf
It will just make them worse to play and less intuitve for new players.
those ships should be minimally impacted - that is the point of using ramp down as the mechanic and not instant rampup loss upon not firing or something of that nature
How about revisiting the idea of gyroscopes for rotation?
I mean they tend to use large/heavies but okay
large thrust is still pretty good for agility, just not as good as before
most new player ships use smaller thrust in multiple directions, which is the thrust layout least affected by this, especially with the implementation that i'd want (1/4 rampdown for MRT, 1/8th for HT, minimal or 0 for everything else)
not really i see a lot of newer players not picking huges because of the rampup
(becuase they can't bypass it)
If MRTs are a dedicated “go forward fast” it might be interesting to have a dedicated “turn fast” option for large ships as well.
Tbh they kinda have to once they get big enough, part of it is cost tho
that's kinda boosters
Huge thrusters need 10 tri-steel
imo small thrust should be rebalanced to fit that niche while still also allowing tiny ships to go very fast
but gyros or more powerful dedicated RCS thrusters could be neat
Larges only need coils
true, tristeel is tough to get lots of
at least earlier-game
And thats per thruster which makes it worse.
unless you go specifically into mining stuff it is very difficult to find randomly, unless you resort to pirating lmao
but yeah i have seen a lot of people just not go with huges because they're scared of what the rampup will do to their maneuverability
(am talking about 1st-2nd system btw)
I think its likely it is more the cost ngl
Like genuinely I think huges cost a fuckton for what they are
people specifically are worried about the rampup
it's a relatively common thing for new players
not every new player, but a good few
huges for turning is not the greatest, especially for just mid size craft, the only time ive used HTs was for turning massive battleships
and balance works as intended for them :D they are not the target audience here and should not be majorly affected by this change
and ofc the main thrusters on mid size craft
if they are actually restricted by rampup, then balance has done its job
however, not everyone is being restricted by rampup which is the problem
For main propulsion is pretty good, I tend to use larges for turning since they can fit in a lot of places and have actual thrust.
in PVP they're very good for turning (monothrust moment)
makes it harder to pilot in general
ah yes wont effect new players
indeed, but you need 2 of them to match an HT, and 2 HTs can fit in the space 3 LTs take up
yeah, it's an immense piloting effectiveness bump when you figure out thrust feathering
so not just cost but also space efficiency
You need more then 2
Kek
point proven more then
also btw, when you're talking about the changes, are you considering them as if implemented as-is, or implemented in a toned-down state
Horizontal space is more an issue tbh
which is what i was talking about in general
i would rather have 2 HTs then 3 Lts
unless cost was an issue then i would use LTs as trit is expensive
What air wants + current preview
The only one I can see as semi-acceptable is MRT, but even then I would rather balance it other ways.
that and Hcoil
Exclusion areas
Which are pretty important if you have internal thrust
yeah most people want MRT to have 1/4 rampup and a decent few are fine with (or at least want tested) 1/8th HT rampup
for backthrust i will always take the former
it doesn't though? if you are just right clicking everything is basically the same
air is somewhat of an outlier in their opinion
except for the fact total times +50%
zone dont matter if nothing is gonna be there anyways
not necessarily, it does reduce functional reaction speed
It does-
Internal thrusters + the fact that career players need that space for storage
HT have a hefty exclusion zone
yes, because total time has increased by 50% because ramp up time was not decreased to compensate for ramp down existing
simply reudce rampup time by 50% to match rampdown time and everything will be the same as before for rts right click ai players
It wont though-
why not
not the same, there would still be differences when changing thrust
the total time to cycle thrust from 0-full-0 would be unchanged, but that's not the whole picture
^
I have literally explained it before, quite a lot actually
wheeze
if you need internal thrust then your a bit big to begin with, which means LTs will be less effective, and if someone dont have storage on a separate vessel for scrapping and cleaning up combat corpses, then honestly thats not great
i am pretty sure if ramp up was decreased by 50% then it would be mostly the same, but would need to either do a lot of math or test it
air in a nutshell tbh
i'm not entirely sure what the outcome would be and depending on ship design it could essentially cancel out, i wouldn't be too opposed to trying/testing it, but it definitely wouldn't be entirely the same
I mean not really, I use internal thrust a good chunk because of the added protection
1-2 internal LTs and your doing fine
which is fair, i use it from time to time for reverse or a bit of turning
btw i dont think airs ideas are bad necessarily but the draw backs to meta stability are far to much a cost
air does have some logical points
just because they're an outlier doesn't mean their opinion should be disregarded. they've been active to at least some degree in the community for (not exaggerating here) many years, and they were after all the one behind nukes' rework between classic and modern
Dont have to fear loss of manuv from damage
that is it though, all forward thrust and most turning will be outside of the core of the vessel
I know that, but I also hate them acting like their word is god
but then protections over reverse thrust will likely add mass, reducing your maneuverability in the first place. it's all tradeoffs
Just cause you made one rework correctly doesn't mean all of your ideas will be good
its because everything they say is easy to interpret as passive aggressive
the point is to introduce instability :(
tbh
that is fair, but i do think that you should probably calm down a bit when talking to them
Lemme get that quote rq...
the curse of an essentially all-autistic pvp community
and they are obviously skilled, them just rubbing it in is unhelpful in most cases at times
it's usually a good idea to interpret things that notable pvp players say at face value
and kelsia its not like you have been exactly civil either at times
yeah
yeah i do not mean to be aggressive when i say things
i just say what i think and that is what i mean
if i say your ship is bad then it is because i think your ship is bad
as can i, i just tone it when its about something like this, as being one is not productive
in general (to everyone) just try keep arguments as civil and objective as possible, don't assume that your position is automatically right, and if you notice an argument starting to get circular probably take a break from that avenue of discussion for a bit before moderators have to get involved
and also: dislike ideas, not people
and try and process what the others point might be, if it isnt clear, then ask
Tbf a lot of my anger at air is also his... contempt? Dunno if thats the right word, for career players
their*
i do not dislike any players other than gog and xed and a couple other very bad people who are literally banned from the game
some of your comments are coming off as if you assume career players are playing at about the simplest level of strategy possible in the game, which can be considered rude/elitist
Its pretty clear that you view career as the secondary mode that should not be balanced around, especially the noncombat parts of it.
(or they have made others feel their opinion is as such)
to be fair walt's own philosophy is to primarily balance around pvp for reasons i've noted a few times
not saying that career's balance should be disregarded as it is a very major part of the game, but balancing around pvp primarily does have substantial benefits
i think that combat should be balanced for pvp because eventually, career combat should resemble it as ai improves
the noncombat parts imo is too much time for not any good reason
Aha here it is
they are wanting the singleplayer career to be quite expansive and not just constant fighting of ships and pirates
to note
yeah
overall design direction of the game should be based on career as it is the game's primary mode
but the major part of it will be ship combat, especially with improvements to the ai and faction stuff
but the finer aspects of balance are better suited to be forged with pvp in mind more so than career
Agreed, but I do think non-combat stuff needs a place to shine too
yeah
i don't think that this balance is really noncombat unless you keep running into rocks
Eh, not really
Look at the ships new players make lol
for this preview specifically
Thrusters affect
Everything
bro dont like being counterargued lmao
max speed and whatnot have not changed
thats what i get from that
the game has good potential to be a very neat factory/economy game, it just isn't there yet
Most of em are slow as shit
Which is directly opposite to what pvp is
i don't really see how that's too relevant?
i think this is just due to many players just not placing anything
yeah, i don't like the speed meta being as fast as it is
most of it is just wasted space
the suggestion that sparked this preview was attempting to slow down the speed meta, or at least make the fastest ships less effective in other ways
If you balance off of pvp then you ignore that people dont make optimum ships and because of that the intended "balance" may not work
this is why i say mostly and primarily
Ex: if you nerfed all thrusters it would hurt their ships too
the non mrt nerfs were largely not considered by the pvp community and are now not wanted
nerf mrt ppl are behind not nerf everything else
And career players dont care about mrt that much I dont think
yeah everyone i've seen except air and maybe like a couple other people want most thrusters unchanged or very little changed
that is because they can't bypass ramp up
so the balance works as intended
I mean no?
its like air and you mainly maybe nugg?
you less so ofc
air has gone full partisan
Its mainly because its expensive as shit + does its job good enough while having that price barrier
to clarify: air's point here is that MRT isn't an issue in career because career players and the builtin ship ai are not typically capable of 'feathering' to bypass thrust rampup, thus its intended downsides of low maneuverability are in effect while playing career
imo its bc the logi is more complex
And its also very space-heavy
That too
it's a problem in pvp because pvp players are capable of feathering and thus build ships designed around that to achieve very high speeds without those maneuvearability tradeoffs
Rampdown will make all thrust a problem though and make manuverability worse kekw
Which aint good for career
yeah, hence why most people don't want anything but MRT being majorly nerfed in terms of maneuverability
i will just say i am entirely neutral on whether or not HT ends up getting rampdown in the full release, i just want to see it tested with rampdown
other career players were infavor of this bc mono thrust built ins preform much better
yeah pretty much
the very thing it was meant to nerf?
you mean the monothrust ships do better in preview?
no lol
no
im saying some of the career players do like this change
like i
i still dislike it entirely for non mrt and for mrt its to harsh
not sure
i build my craft with RTS in mind really, and thus am not really effected by it
yeah which seems to be the majority opinion
Tbh at least for me I never see much use for MRTs
They are pretty expensive + the logistics is really a pain in the ass
and i dont use direct control either
direct control is still very controllable in my experience
just takes a while to relearn
they are just the best by abt a 20% + margin
when optimized for cost
it's more a feeling of "my ship physically cannot turn this fast" than "i cant control my ship"
I wouldnt mind mrt rampdown if the logistics were less crew-heavy and simpler
yeah, that's one of the main reasons things like power usage increases were not a popular idea for nerfing it
which is exactly why i support it is because piloting takes learning to begin with
Its going to be harder to learn though-
Which isnt good
this is flawed
but alr
silvershadow did make a very good writeup a bit ago about learning DC piloting in both stable and preview
I almost want to make its power usage a lot higher but simplify its logistics a ton
Like make it able to be fed from one point or sum shit
its logistics are hard because of power draw, largely
i dont need to argue anymore the pvp community mostly agrees its too far / not needed or wanted on non mrt
imo it is more due to the inconvenient shape and relatively small power storage
And crew...
here's silver
it is more finnicky to set up/harder to independently come up with though
learning it is still possible, and if its more challenging, tbh thats not bad as it will give the feeling like you actually got better
if someone doesnt want to learn and then complain that its hard to learn then they are wining about something they dont wanna bother to mess with anyways
using mr in literally anything in career is more crew efficent lol
for the CG rammer style of LR ones at least
Thats not good mf
Like
for mrt specifically tho
it's a matter of opinion
The gap to piloting being bigger is bad
i think that it greatly simplifies piloting in a good way - it is more about how long you hold down the turn for and not about what feathering % you are at (which is highly disrupted by lag)
Especially since the game already has issues with it, just look at the compaints abt nukes
Imagine that if it was even harder to pilot
my personal opinion is that a higher skill floor for the same result is bad, but if the skill floor increases and getting to that skill floor is more rewarding and allows more designs/possibilities than before, that changes
true saris kept asking for more hp because pd walls were shooting nukes down so now they have way more hp, in a time where there is no pd wall
which is what ive seen, for someone that doesnt pilot outside of AI movement they will largely not mess with it anyways
agreed here
instead of thinking "i will hold e for 2/3 of ticks and release for 1/3" it is now just "i will hold down e for 2 sec and then let go" which is much better
there's definitely less cases of 'i turned for 20ms too long and now need to restart my rampup entirely'
re buff pd make it targetable and give it 2 pen per shot /j
XD
not sure if piloting is overall simpler, but there are good and bad aspects to both preview and stable
I still noticed a decent difference in response time- the AI definitely could maneuver, but its worse then before I would say.
with bigger craft, allows you to feel the weight of it
and if you think that the builtin craft arent effected they still are aswell
yeah, but i think that is due to the total rampup+down times being 50% longer, and not a rampdown specific issue
meaning it slows down some battles a little
It was across the board. More prevalent on HT/LT ships, but it was definitely there.
exactly, which in general, large ships should feel like a large several thousand ton vessel
Not really?
'S that paradoxical relationship again
i will mod it when i have time (probably next week) if walt doesn't change it himself
It just made ships harder to pilot in general, though. Literally any ship with standard thrusters and up
rampdown being added means that it takes longer to get from 0-100-0 meaning it would feel more sluggish
And again, see nuke issue
¯_(ツ)_/¯
air talking about decreasing rampup would help with that feeling by making the time nearer to the original time it took to do the same in stable version
let's simplify to say that after exerting x force, the ship will stop (will use this as a proxy for agility)
im guessing the purple is a graph of thruster force
the time to exert the same force is the exact same with ramp up and ramp down, if just ramp up is 100% and ramp up+ramp down adds up to 100%
and kelsia let em talk
But then the thruster you stopped with has to rampdown
:moment:
yes, hiehgt = force/sec
yea
yes that is what the second triangle on the lower graph is
if the rampup was reduced like air wanted it'd probably be easier to dodge nukes for most people
yeah a bit faster to get started but then slower to stop
and compared to stable probably slightly harder to do in pvp where they are a bit powerful in a lot of cases
the average is the same but in between will change
*if ramp up in preview is decreased 50% to match that of rampdown
well i shouldn't say a lot of cases
Doubtful tbh
Since you cant immediately stop your thrust
in the case of nuke flinging
but starting it is faster, which i imagine is how most people try to do it
aslong as you are moving in a direction at a decent speed you will never be hit by them
But because stopping it is slower, starting is also slower.
and with ramp it can actually help move you out of the way if you try stopping
(Because you are fighting against that already-going thruster force.)
no, as rampup was the same the start would be the same as if done in stable
true
having less rampup would actually make it far faster too
and from a standstill it would be quicker
because less time to reach full thrust
No?
For the first... 2s lets say, if you have 4s rampup
Your effective thrust will be nil
Then it starts to increase faster
And reaches max turning force within a 2s timespan
99% of the time you arent staying still kekw
stop with the kekw breh
Nein
not entirely no, but in the directions pertinent to dodging nukes (sideways) it seems like you are mostly static
Kinda...?
Depends on your thrust, because your rear thrusters also play a part in turning
Wider ships are hurt more by this
if the rampdown makes turns feel more like drifting then that should also mean that nuke dodges would be more effective, drifting sideways at a rate and trying to go forward
And stopping that turn is also harder
for something like a standard battleship that is longer then wide
Because you have to fight your thrust again
which is literally nothing in meta lmao
still rampdown is an interesting concept, and in general if rampup/down was near the same time and a little shorter, would make it feel quite nice for using turning thrust
Now say you have ~2s rampdown to ~4s rampup
After ~.1.5s? .125s? you start to actually thrust
And say you have ~4s rampup to ~1s rampdown
Youve got ~.8 or so
with .5 rampdown left i was thinking it would be subtracted from rampup time
what about 2s rampdown and rampup both, as air's suggestion would have for huge thrusters?
if 1.5s of rampdown has passed, then it would take 1.5s to ramp back up, instead of 2
its actually linear
Then its the halfway mark, 1s
there are actually a couple archetypes which have lengths and widths close to each other, a couple of them do cross that line
Its an odd exponential relationship
some UL nukes and MRT CG rammers (typically the 6CG ones)
then again that's largely because they both prominently feature stacked MRT
though actually a lot of the length of 6cg rammers is from the rear guns' mags
kelsia i think you are overthinking, simply
2s of ramp up and ramp down
it should simply be that if 1 second has passed of rampdown, then it should only take 1 second to ramp back up to full
indeed
its literally a linear graph
Im talking about the RU:RD ratio and time to start turning
instead of some weird math
and with 4s rampup and 2s rampdown (current preview HT), 1 sec of rampdown = 2 sec of rampup
weve seen our fair share of walls back then lmao
And it aint even time to start turning, its time to start canceling momentum
Wheras currently that is 0s
was there never a thing like laser or cannon walls?
ofc
probably because mrt is long so mrt dependent ships are long
what i was meaning
you said long lol
6cg one (by Toothless), though i think this is an older version of the ship
most modern ones are no longer as flat and late classic ones aren't either, because people realized you can just add more thrust to the bottom
depends on the type
Which is ideal imo. MRT would have (assuming 4s 4s) a 2s delay before even starting to turn horizontal correcting your turn
i dont consider this true as a square design is best for rammers
laser orbiter walls were quite in fashion in relatively early modern pvp before people figured out that large cannons were just Better™️
Which is not good.
Because it is literally just input delay
well yeah but i am just saying that there are a couple pvp archetypes usable in meta that are taller than wide
which is to be expected with rampdown you would cut turning thrust earlier, and start counter turning
Which takes 2s to even start
well the cannon ones also ram much more
probably better classified as rammer than orbiter
i think less responsiveness can be a good thing for balance, and comes with the positive side effect of evening out things like ping differences
the laser ones usually didn't do too much touching
at the same time the other side would be ramping down, meaning a smooth transition of force
No
that is literally physics
Because this is the starting of the thrusters actually working
physics is no drag is space
Its actually a sharper transition
buuuuut back to game world not realism
we arent talking about drag we are talking about forces
it's not, it is smoother
I dunno angular drag in cosmo
just poking holes is all dw
i believe angular velocity is reduced by 40% per either second or tick
i could be wrong though so don't quote me on that
literally you?
you would expect to see a linear function graph almost of the turning forces as it swaps from turning one way to turning the other way
No
Because, first 2s is complete ineffectiveness of your thrusters. Your momentum isnt even being slowed down, its just being sustained.
Once you reach that 2s mark you see a sudden jump in effective thrust force from 2s (0 tf) to 4s (100% tf)
just mod it :despair:
if you spent 10% of the time you spend repeating "no it doesn't" you would've already learn to mod
the ramping down of thrust on one side and ramping up of thrust on the other means it is a smooth transition. your turn is sustained until that crossover point, yes, but its rate slows due to the lower thrust differential
that is not accounting for drag but you would expect that if it was it would still keep the smooth transition, hell make it even faster
I dont mod, and I have said this multiple times. If you want me to test it so badly, you can mod it yourself.
And sofar as I know my logic is sound.
because you have drag and rampup thrust working against the now ramping down thruster force
You still have the initial velocity, so your turn rate is still there
You have at least a second of full-speed turning before that massive cut to 0 etf (effective thrustforce) at 2s, and then as you go back up you have that sharp curve
the explain it and use some sort of diagram
if you are going to waste so much time saying "just trust me bro" why not just actually prove it
they're trying to prove it via mathematical reasoning
it's just that in this case the reasoning or maths seems to be wrong
or both
wrong reply woop
and i am a mathematics inclined person
due to how the game's physics works, you have to maintain the same turning thrust to maintain the same turn rate. as soon as you start turning a different way, the turning thrust that was turning you starts ramping down, and the counterthrust starts ramping up, meaning you have less turning thrust
I dont see any issues atm, and in order to get precise data I would need the exact calc for angular drag
thus, your turn slows
if we assume 3 squares of force are needed to stop the rotation (to move in new direction), then if [s]table will take 3 [a]rbitrary [u]nits of [t]ime to stop, [p]review will take 3.5 auts, and [a]ir's proposal owuld take 3 auts (same as stable \👍)
due to 3.5 auts > 3 auts, current preview would feel less maneuverable
[s]table - 2 aut ramp up, 0 aut ramp down
[p]review - 2 aut ramp up, 1 aut ramp down
[a]ir proposal - 1 aut ramp up, 1 aut ramp down
I know, but you would still have that gap
At ~1/4 or ~1/8 it would be better then yours though, and
Its probably a fairly simple equation but I aint got the time to do that
i am only concerned of the average for this, reaction time initially will be quicker and braking time will take a bit longer near the end
Also this logic is flawed gomme a sec
the curve at the bottom is the changover of thruster force
kelsia i think your mistake might be the assumption that because the thrust cancels out it cancels out equally/entirely disregards the other force
when it's not equal because of how the game's physics works
W/your proposal
~.5s of pure wasted time
Preview is:
~.75s of wasted time
Stable is
~0s of wasted time
?? where is the wasted time
the purple bars are the same length
therefore, under this frictionless vacuum scenario, the time taken is the same
When the etf of your counterthrust is negative
etf?
Effective thrust force
not pure wasted time
So its when your old thrust is larger then your counterthrust
because during that time your turn slows
and does so quickly while your counterthrust is ramping
it is time spent not actively turning in your intended direction, but it is not wasted
Were talking vaccum rn since we dont have ang drag equation
angular drag equation isn't necessary to get an overall idea
you have to account drag somewhat, as that is a factor
in the space vacuum you would have started the first time faster due to shorter ramp up so the time should still be the same
so with RD, this graph would have a tighter dip
but still be a smooth curve
without RD, the thruster force would drop entirely as the other side begins to ramp
and as drag takes part and really makes it stop quicker
no RD means more reactive but more jaring and twitchy turns
with RD turns feel more linear as the transition of forces goes from one side to the other
that is my take, having some rampdown will make turning especially with smaller craft mush less twitchy
anyways, time i go and build
Allright
So
~40% loss of speed/s
So first second is 40% plus the gradual rampup to 1/2 etf for stable
For air its the 20% for the first 1/2s with a sharp increase to 1 etf from the .5 to .1 mark
And for current prev its ~30% for the first about .75s and then a gradual increase from 0 to 1 etf to 2s
Tho the percentages are likely lower to to negative etf
can someone that is not me just spend 10 minutes modding this
or literally just change the game file
why not do it yourself
more on the boosted boost having rampdown: i think it is actually good, but it would be nice if the statblock for boost said
+\♾️ rampup speed +0% rampdown speed
or something like that
I've locked this post because I can't keep up with the discussion and I think I have received enough feedback for another preview.