So if you can gimbal the mining laser, why do you still need ships to tilt forward?
Also, how does the transition from normal to hover mode happen? Is it abrupt at some certain velocity or is it gradual?
What if players set their forward or strafe speed near the transition? Will they be constantly oscillating between the two modes?
If this is meant to prevent the visual of ships hovering in all different unrealistic looking manners, but it is limited to lower velocities, how does that affect faster velocity perception? Like for example, a combat circle strafe of a ground target while changing orientation and vector in weird ways.Suggestion:
Is there a way to perhaps limit or eliminate IFCS automatic countering of gravity in normal flight mode, such that there’s a reason to choose being in 1 mode or another, with trade offs?
So for example: players need to either manually trim/input downward thrust to constantly counter gravity in normal flight mode, OR they have lift surfaces and they need to keep enough forward velocity to maintain flight. But they have full freedom of speed and a lack of thruster configuration bias. Then, players can transition to hover mode where IFCS handles gravity for them and allows them to reduce velocity below stall speeds, but the thruster configuration is set to VTOL so that most thrust is directed downwards and orienting the ship causes drift (like you’ve shown).
Another idea for hover mode would be an alternative control configuration where players have 2 axis control: ship rotation (as normal) and VTOL direction control. So instead of strafing, players angle the VTOL thrusters opposite of where they want to drift towards. The greater the angle, the less downward component vector there is, and the lower the ship starts to dip towards the surface. It would sort of work like helicopter control but instead of changing the orientation of the whole ship, you’d only change the orientation of the thrusters.
Thus, an advanced maneuver could be dipping the front end through orientation control, and then angling the thrusters even more to “dash” the ship rapidly forward at the cost of almost all downward thrust.
Leaving atmosphere could then be raising the front end towards the sky while angling the thrusters all the way back into normal configuration (and instead of IFCS working to stabilize the ship with 4 quadrants, the full force of main thrusters can be used to rapidly exist atmosphere like any modern day rocket would).
This could allow for some interesting dynamics with overloaded cargo, afterburner usage, weather and atmospherics, all playing a role in what manner of flight people can pull off.
Just an idea :slightly_smiling_face:
I like this first iteration of hover/VTOL, and it sounds like a great step towards really cool, rewarding planetary flight!
- Gimballing a weapon mount also rotates the ship, especially if you have mouse controlling orientation as well as aiming.
- It’s somewhat abrupt at certain speeds defined per ship.
- The transition-in, and transition-out velocities are different so you cannot oscillate around them.
- I’m not sure I understand this question
- 3.6 will have no automatic gravity compensation in normal flight mode
- Rotating the vtol thrusters is a cool idea, though a lot of ships aren’t designed to support that currently. Woth investigating for future though.