Check it out.
Looks good.

Moderators: winston, another_commander, Cody
No idea, but if you download & try it, you should be able to tell us!OneoftheLost wrote:also, does the D3D version fix any of the infamous bugs?
I enjoyed it, but it was still flawed.Wolfwood wrote:I actually enjoyed FFE a lot and played it up until a few years ago. The Newtonian flight model isn't that hard, really, as long as you can think in 3D.
Yeah, basically the max time acceleration just meant there were big gaps in the calculations made by the programme. I recall that for space station docking, going in at a smaller acceleration invariably meant a crash, whereas no acceleration you docked fine and max acceleration resulted in a de-facto "teleport" into the station docking bay.Wolfwood wrote:And I really hated that when you clicked on max time acceleration, the enemies - that you had evaded and escaped from - magically teleported back to you. In contrast, if you used the smaller acceleration, they never caught up with you.
I've seen a lot of criticism of the space fights along these lines and have to think that people never quite got their heads around the technique for Frontier's flight model. The basic outline of combat was:Sendraks wrote:1 - The game is largely biased towards larger ships. Larger ships can fit more shields, hull repair systems, have turrets and bigger guns. Most space battles are "jousting mactches" against much smaller opponents flying at high speeds which invariably crash into you and die. You don't die because your ship is huge and heavily shielded. I have memories of very shielded Panther and Puma Clippers which could survive direct collisions with almost any vessel and lose only a tiny fraction of their shielding.
3 - Newtonian physics does seem to predicate a "jousting" approach (in other games that have similar mechanics, fights always seem to end up as "jousts") as opposed to the less realistic but more "fun" dogfighting combat of Oolite. Not once do I recall in Frontier/FFE ever having a "dogfight" where I actually got onto the tail of an opponents vessel and gunned them down.
Well, the light fighters were admittedly rubbish as a player ship - they could only pack a size 1 drive (so always took the same time to hyperspace) and couldn't fit an interesting amount of equipment. But from the Eagle II upwards things were okay. The game was definitely biased towards the small trader (Asp, Constrictor, Cobra III) with the glorious Imperial Courier let down by its lack of a fuel scoop fitment. If you were using the combat technique mentioned above though you got the advantages you'd expect - the lighter craft ran rings around the heavy freighters, they could apply more reverse thrust than the freighter could apply forwards so the terms of combat were completely dictated by the small craft. As long as there was some shielding then a (brief) laser hit from a freighter could be survived although you had to get out of their line of fire sharpish. Made for quite a tactical approach to combat.Sendraks wrote:2 - Smaller ships have few advantages in space battles against larger ships and indeed are really only good against similar class vessels. Anything bigger invariably packed a bigger gun that would instantly vape your ship if it managed to hit.
4 - For the later missions for the military, small ships are necessary to complete the missions in time. Aside from being tedious anyway, there was nothing fun about doing a mission in a ship that could either easily be shot out of the sky or died instantly if it banged into anything.
Okay - the autopilot could be rubbish quite often while being pretty much essential. Its main problem was that it always aimed to arrive at the target at zero velocity (depending on frame of reference). Using it to intercept fast moving objects produced horrible results. If you were willing to think about how the ship was accelerating and use manual flight accordingly. There was a definite trade off where you could either save playing time (using autopilot) or game time (manual flight) - going full acceleration half the way then flipping the ship over for maximum deceleration (same as in Iain M Banks' The AlgebraistSendraks wrote:5 - The autopilot often fecked up what it was doing and would leave you on a collision course with a planet, unless you noticed early enough that the ship hadn't begun reducing speed soon enough. There were a number of occasions where I averted a crash by using the ships main thrusters to reduce velocity by trying to flying away from whatever celestial mass the autopilot had seen fit to try and smash me into. Sometimes it worked..........sometimes.
6 - Time acceleration - you had to use this a lot. I'm not a not fan of time acceleration and don't use it in Oolite. If I can jump towards something due to mass lock, I use fuel injectors. If I can't use fuel injectors, I fly steadily towards my destination and ponder the great inponderables of the universe such as "whats for dinner?" and "should I get another beer?" Almost everything in FFE and Frontier meant the use of time acceleration to stop the time taken to travel anywhere from being terminally dull.
The didn't slow you down, they just got into the same place as you at a closely matched speed. Both your ship and theirs were hurtling towards the planet at huge speeds but quite slow relative to each other (think about overtaking on a motorway). You could actually target other ships on the system map (a bit of time jumping here spread them out for easier selecting) and see how they closed the distance. Quite often they overshot a few times first due to the problems of autopilot AI + time acceleration.matthewfarmery wrote:another thing, if your ship was hurtling through space at a huge speed using auto pilot, (and it was impossible to fly the ship without one as some starts meant you didn't have one) how was it that pirate ships could intercept you and start combat? plus slow you down when otherwise it would take ages to slow down the normal way?