Helium Rain

Helium Rain

查看统计:
Marrethiel 2023 年 3 月 24 日 下午 4:26
Painful experience
Running through the tutorial. It has some glaring assumptions where if you do exactly what they say it doesn't work. Then a simple statement like "sell fuel" with no indication of how.
Compiled on top of that, the ship movement makes no sense.
And I just don't like the way flying works either. What's wrong with having something close to how it would really work. It would add to immersion.:steamthumbsdown:
< >
正在显示第 1 - 5 条,共 5 条留言
Chivalrybean 2023 年 3 月 25 日 下午 6:27 
The flight model is pretty Newtonian. Been a while since I played tutorial, but generally I found it helpful. There's a Discord if you want to ask questions where more might see.
gobbibomb 2023 年 3 月 27 日 上午 8:08 
The flight assist is bad, and can't off.
but without flight assist is very hard fly in space.
You need attrach in station and with middle mouse go to trade, or use f2 for comand ship for trade.
If ship isn't in your fleet trade during 1 day.
toxic_train (aka SPA) 2023 年 12 月 3 日 下午 8:47 
@Chivalrybean, Newtonian is not what you describe. Newtonian is exact spheres of influence between space bodies. The game does not have anything Newtonian. What Marrethiel claims is how ships fly - there is no saved momentum: when you burn in ship direction (prograde), the ship should get positive energy change in this direction (deltaV) which normally results in speed increase as well as opposite orbit increase (radial). The energy may reduce (fade) based on tiny collisions in gases or debris, but the momentum should generally stay. If this is strictly between ship and body it orbits - this would be Newtonian. It can be simplified to what happens during diving. When you dive down and then stop, the momentum causes diver to continue to sink - while he relaxes and diver can roll to side while sinking - the movement will then continue sideways until water resistance consumes it. Nothing of that is in game, what is in game is actually in vehicles. When car accelerates, the gained momentum is bound completely to where vehicle wheels are directed at. But even with vehicles, steering to the side will cause it to drift. There is no trace of drag in this game, you fly exactly where ship nose is pointed at.
最后由 toxic_train (aka SPA) 编辑于; 2023 年 12 月 3 日 下午 8:50
ulzgoroth 2023 年 12 月 31 日 下午 5:16 
@Chivalrybean, Newtonian is not what you describe. Newtonian is exact spheres of influence between space bodies. The game does not have anything Newtonian. What Marrethiel claims is how ships fly - there is no saved momentum: when you burn in ship direction (prograde), the ship should get positive energy change in this direction (deltaV) which normally results in speed increase as well as opposite orbit increase (radial). The energy may reduce (fade) based on tiny collisions in gases or debris, but the momentum should generally stay. If this is strictly between ship and body it orbits - this would be Newtonian. It can be simplified to what happens during diving. When you dive down and then stop, the momentum causes diver to continue to sink - while he relaxes and diver can roll to side while sinking - the movement will then continue sideways until water resistance consumes it. Nothing of that is in game, what is in game is actually in vehicles. When car accelerates, the gained momentum is bound completely to where vehicle wheels are directed at. But even with vehicles, steering to the side will cause it to drift. There is no trace of drag in this game, you fly exactly where ship nose is pointed at.
The physics in this post is so incoherent and wrong that I can't tell whether you're pointing out something important or just gibbering.
Nibbles 4 月 29 日 上午 5:10 
@Chivalrybean, Newtonian is not what you describe. Newtonian is exact spheres of influence between space bodies. The game does not have anything Newtonian. What Marrethiel claims is how ships fly - there is no saved momentum: when you burn in ship direction (prograde), the ship should get positive energy change in this direction (deltaV) which normally results in speed increase as well as opposite orbit increase (radial). The energy may reduce (fade) based on tiny collisions in gases or debris, but the momentum should generally stay. If this is strictly between ship and body it orbits - this would be Newtonian. It can be simplified to what happens during diving. When you dive down and then stop, the momentum causes diver to continue to sink - while he relaxes and diver can roll to side while sinking - the movement will then continue sideways until water resistance consumes it. Nothing of that is in game, what is in game is actually in vehicles. When car accelerates, the gained momentum is bound completely to where vehicle wheels are directed at. But even with vehicles, steering to the side will cause it to drift. There is no trace of drag in this game, you fly exactly where ship nose is pointed at.

Look fellas, we got an internet expert here. Played much KERBAL SPACE PROGRAM? I think you picked up the jargon and have ZERO understanding of the terms.

Everything you said is complete rubbish. DeltaV, prograde are terms used in orbital manoeuvres and since planets in HR isn't modelled, these concepts are IRRELEVANT.

Stop trying to sound smarter than you aren't.
< >
正在显示第 1 - 5 条,共 5 条留言
每页显示数: 1530 50

发帖日期: 2023 年 3 月 24 日 下午 4:26
回复数: 5