HarvesteR
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- Apr 22, 2008
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Hello,
Not sure if this is the proper forum for this thread... Please move if needed
So, long story short, I'm making a space game... now, unlike most games in this genre, it is somewhat based on real rocket physics and orbital mechanics... The main premise is that the player is allowed to build rockets out of parts like solid and liquid engines, fuel tanks, command pods, and the like, then he gets to launch it and try to reach orbit and a safe reentry and landing, all without having the rocket explode in a million ways.
The game is meant to be a comical take on the history of space flight, and it's failures.
The problem is that my game is not Orbiter, nor do I want it to be... The physics engine quite easily allows for a very realistic model of orbiting bodies and all that, but doing things this way, although easy to implement, produces a very big problem... Most gamers aren't rocket scientists, and can't be expected to know how to fly an orbiting craft (it's no surprise that all orbiting games on the net are puzzle games)
So, what I wanted to get from this post are ideas about how one might simplify orbital mechanics, in a way that they are easy to grasp for the average gamer, but still be grounded on reality...
I don't trust myself to do it alone, since I have way too many Orbiter hours logged and am probably quite biased towards too much realism and complexity... so I wanted a second opinion... (yes, I am aware that this entire forum is populated with orbiter fans just like me, and equally biased in that respect... but I feel that many heads always have the potential of leveling out an idea, where one alone can easily create something that only makes sense to itself)
Well, bear with me now, as I go through what I've thought so far:
A real orbital rendezvous (as per Orbiter), would require 5 different steps: Launch, Establish orbit at LEO, Plane Alignment, Orbit Sync, and finally docking.
I want to simplify this to a point where the average gamer can do it, without requiring a reading of the JPL pages on orbital mechanics... So here's what I have so far:
- Plane Alignment can be removed by restricting the game to a 2D plane. (the game is 3D, but all motion is restricted to the XY plane)
- The game shows the space vehicle from the outside (a side-looking camera that is always oriented so that the surface of the planet is 'below').
- Characters go into the rocket as it's 'crew', which justifies (more or less) the fact that space flight is made easy, since one might think they are doing all the heavy work.
- The whole concept of 'Orbit' can be distilled down to simply 'altitude', where once above a given point (say, the limit of the atmosphere), the game takes on 'orbital mode' and you fly about on your RCS thrusters.
- in 'atmospheric flight mode', the main engines default to 75% throttle. Pushing them up to 100% may be considered as 'afterburning' and will increase heat and pressure, and may lead to an explosion. In 'orbital flight', the engines default to zero thrust, and the retro-engines (if available) respond to 'negative throttle' (all throttle is controlled by the W and S keys)
- as you gain altitude, the planet below moves around so that it's always visible to the sideways-looking camera. It moves in such a way as to be right behind the ship once it reaches orbit... in this way, one might imagine your orbital trajectory as being in the direction of the locked Z axis.
- RCS is simplified to clicking around the command pod to produce thrust in the direction of clicking... this is calculated to take rotation into account, so orientation only matters when it's time to land or dock.
As you can see, some of these measures are quite extreme... I want to boil down orbital flight to it's bare minimum (and the most fun) parts... But, I'm not completely happy with these decisions as they are...
I feel restricting the game to 2D might be too hard a limit to impose... or maybe that's just the orbiter fan in me talking...
Also, there are other problems yet to solve... Imagine this in a multiplayer scenario... I don't want players to launch off into completely different orbits and never meet again during the game...
I've thought about somehow restricting the flight area into a more managable space... but I can't think of a good way to do it...
Well...I hope all this made sense
Can anyone think of other ways to simplify orbital mechanics to it's bare minimum (or it's most fun parts)?
Thanks in advance for any input :tiphat:
Cheers
Not sure if this is the proper forum for this thread... Please move if needed
So, long story short, I'm making a space game... now, unlike most games in this genre, it is somewhat based on real rocket physics and orbital mechanics... The main premise is that the player is allowed to build rockets out of parts like solid and liquid engines, fuel tanks, command pods, and the like, then he gets to launch it and try to reach orbit and a safe reentry and landing, all without having the rocket explode in a million ways.
The game is meant to be a comical take on the history of space flight, and it's failures.
The problem is that my game is not Orbiter, nor do I want it to be... The physics engine quite easily allows for a very realistic model of orbiting bodies and all that, but doing things this way, although easy to implement, produces a very big problem... Most gamers aren't rocket scientists, and can't be expected to know how to fly an orbiting craft (it's no surprise that all orbiting games on the net are puzzle games)
So, what I wanted to get from this post are ideas about how one might simplify orbital mechanics, in a way that they are easy to grasp for the average gamer, but still be grounded on reality...
I don't trust myself to do it alone, since I have way too many Orbiter hours logged and am probably quite biased towards too much realism and complexity... so I wanted a second opinion... (yes, I am aware that this entire forum is populated with orbiter fans just like me, and equally biased in that respect... but I feel that many heads always have the potential of leveling out an idea, where one alone can easily create something that only makes sense to itself)
Well, bear with me now, as I go through what I've thought so far:
A real orbital rendezvous (as per Orbiter), would require 5 different steps: Launch, Establish orbit at LEO, Plane Alignment, Orbit Sync, and finally docking.
I want to simplify this to a point where the average gamer can do it, without requiring a reading of the JPL pages on orbital mechanics... So here's what I have so far:
- Plane Alignment can be removed by restricting the game to a 2D plane. (the game is 3D, but all motion is restricted to the XY plane)
- The game shows the space vehicle from the outside (a side-looking camera that is always oriented so that the surface of the planet is 'below').
- Characters go into the rocket as it's 'crew', which justifies (more or less) the fact that space flight is made easy, since one might think they are doing all the heavy work.
- The whole concept of 'Orbit' can be distilled down to simply 'altitude', where once above a given point (say, the limit of the atmosphere), the game takes on 'orbital mode' and you fly about on your RCS thrusters.
- in 'atmospheric flight mode', the main engines default to 75% throttle. Pushing them up to 100% may be considered as 'afterburning' and will increase heat and pressure, and may lead to an explosion. In 'orbital flight', the engines default to zero thrust, and the retro-engines (if available) respond to 'negative throttle' (all throttle is controlled by the W and S keys)
- as you gain altitude, the planet below moves around so that it's always visible to the sideways-looking camera. It moves in such a way as to be right behind the ship once it reaches orbit... in this way, one might imagine your orbital trajectory as being in the direction of the locked Z axis.
- RCS is simplified to clicking around the command pod to produce thrust in the direction of clicking... this is calculated to take rotation into account, so orientation only matters when it's time to land or dock.
As you can see, some of these measures are quite extreme... I want to boil down orbital flight to it's bare minimum (and the most fun) parts... But, I'm not completely happy with these decisions as they are...
I feel restricting the game to 2D might be too hard a limit to impose... or maybe that's just the orbiter fan in me talking...
Also, there are other problems yet to solve... Imagine this in a multiplayer scenario... I don't want players to launch off into completely different orbits and never meet again during the game...
I've thought about somehow restricting the flight area into a more managable space... but I can't think of a good way to do it...
Well...I hope all this made sense
Can anyone think of other ways to simplify orbital mechanics to it's bare minimum (or it's most fun parts)?
Thanks in advance for any input :tiphat:
Cheers