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Author Topic: Mounts and pet armour  (Read 18573 times)

Draco18s

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Re: Mounts and pet armour
« Reply #90 on: September 11, 2008, 01:12:36 pm »

It looks to be more than an inch thick in some places.

That's computing gaming for you.  It's about as upsetting in context as watching giant robots surf on air in Eureka 7.

Id say that is such a cheap shot... but frankly that anime vomits on science or even semblence of reality so much that their Surfboards are just about the most realistic thing there.

Technically they surf on Trapar, but I haven't figured out what that is, other than it's visible in extremely high concentrations (and is shiny).

But then, most giant robot anime vomits on science with the sheer notion of giant robots (half of them have some method of flying, even if it's rockets).
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Tamren

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Re: Mounts and pet armour
« Reply #91 on: September 11, 2008, 01:37:05 pm »

Heck, most sci-fi vomit on physics. Ever played a space game where ships maneuver like jet aircraft? Newtonian physics models are very rare in games where players have first person control over spacecraft. This is because with realistic models you will spend EXACTLY half of your time just slowing down.
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korora

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Re: Mounts and pet armour
« Reply #92 on: September 11, 2008, 04:29:13 pm »

This is because with realistic models you will spend EXACTLY half of your time just slowing down.

I think what you mean is that you'll probably spend just as much time slowing down as you will speeding up.  Which is not the same thing if you spend any time at all coasting.

Also, in Escape Velocity and its sequels you had to turn around and accelerate opposite your velocity vector to stop.
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Draco18s

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Re: Mounts and pet armour
« Reply #93 on: September 11, 2008, 04:39:21 pm »

I've played a lot of "real physics" space games.  Sometimes it's a pain in the ass, other times it isn't.  I think it depends on the controls and the ability to shoot at things that aren't directly in front of you.  Being able to change vectors AND AIM at the same time is very important and some games forget that.
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Tamren

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Re: Mounts and pet armour
« Reply #94 on: September 11, 2008, 07:22:05 pm »

Also, in Escape Velocity and its sequels you had to turn around and accelerate opposite your velocity vector to stop.

Yeah thats what I meant. In most space dogfighting games you can make sharp U-turns and keep going at the exact same speed without any deceleration whatsoever. Its as if momentum and inertia took the day off.
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