{"data":{"id":12741,"title":"Physics - Not a Dirty Word","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/12741-Physics-Not-A-Dirty-Word","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12741","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12741","channel":"Undefined","category":"Undefined","series":"Design Post","images":[{"id":111,"name":"Physics_landing.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/to9187vbpgz71r\/source\/Physics_landing.jpg","alt":"","size":240440,"mime_type":"image\/jpeg","last_modified":"2014-06-04T06:11:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/111","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/111\/similar"}],"images_count":1,"translations":{"en_EN":"There have been a lot of questions about how the game\u2019s physics system will work. Is it going to be \u2018physics light\u2019 like Wing Commander, an entirely serious model of Newtonian physics like more recent games, or something in-between? Chris Roberts recently addressed this in a forum post and we thought it\u2019d be good to share this background with everyone:\n\nAs someone that was taking Physics at Manchester University before I dropped out to make games full time I can assure everyone that the physics model is COMPLETELY accurate and it\u2019s a full rigid body simulation. I know because I wrote the code.\n\nMaybe I should have done a better job in the demo, but if you are flying at speed and you set your desired velocity to zero you WILL see the top front thrusters articulating and firing to slow your velocity. If you watch my demo you will notice there is some momentum with the Hornet when I slow down close to the bridge. It may not have been apparent on the screen, but I can assure the Hornet does not stop on a dime. if you load it up with more mass (like extra weapons) you feel the effect of this.\n\nThere is no drag modeled \u2013 everything is done as it would be in space.\n\nAdditionally there is actually counter thrust being applied inside the physics and if you had your hands on the controller you would feel it. If you look closely you will see the inertia of this \u2013 the ship doesn\u2019t stop rolling or pitching on a dime. There is however a very good reason why you don\u2019t actually see the thrusters fire entirely accurately.\n\nThe problem with visually depicting the proper thrust is that it would actually look pretty horrible (trust me this is how I first did it, and is still pretty easy to switch back to as I\u2019m actually doing some extra work to make the visuals looks nicer).\n\nThe reason is because there is no drag in space, so even a micro amount of thrust starts the Hornet (or any spaceship) rotating until you apply counter thrust. So what is really happening is that the flight control system is always applying micro thrust and counter thrust to achieve the pilot\u2019s inputs. This results in the thrusters flickering off and on in micro amounts and you actually not getting a good feel of the general application of thrust. I think you know I like things to look cool (come on, we all know you probably wouldn\u2019t be engaging in space dogfights at WW2 speeds, but it\u2019s so much more fun than what the reality would probably be), so what happens is that the system is still modeled accurately, but I use the angular \/linear velocity delta to drive the visual representation of thrust. Here\u2019s my code comment\n\n\/\/Note the thrustGoal is actually the linear velocity delta (desired vel \u2013 current vel of\n\/\/the vehicle & rotational vel rather than the actual linear & angular acceleration \/ thrust. \/\/This is because, while inaccurate its cooler to see more constant thrust that gives\n\/\/you a visual clue as to what correctional movement \/ velocity vectors the vehicle is using.\n\/\/If we just used the acceleration as opposed to the desired velocity correction, the thruster flames\n\/\/would flicker on and off \u2013 especially in the Wing Commander use case of Space, where\n\/\/there is no atmosphere to provide drag.\n\/\/\n\/\/Of course if you pass the actual accelerations to SetThrustGoal, then you\u2019ll get an accurate \/\/visual representation of what a thruster would really do\n\nI hope that clears up any confusion!\n\nI will admit that the ship doesn\u2019t need to have wings or fans on the front, but the idea behind that is for possible atmospheric flight (this is not a promise of planetary action for the early build but allows for expansions in this direction), and as a RAM scoop. Plus it just looks \/ feels cool!\n\nChris Roberts","de_DE":"Es gab viele Fragen dar\u00fcber, wie das Physiksystem des Spiels funktionieren wird. Wird es \"Physik-Licht\" wie Wing Commander sein, ein v\u00f6llig ernsthaftes Modell der Newtonschen Physik wie neuere Spiele oder etwas dazwischen? Chris Roberts hat dies k\u00fcrzlich in einem Forenbeitrag angesprochen und wir dachten, es w\u00e4re gut, diesen Hintergrund mit allen zu teilen:\n\nAls jemand, der Physik an der Manchester University studiert hat, bevor ich ausstieg, um Spiele in Vollzeit zu machen, kann ich jedem versichern, dass das Physikmodell vollst\u00e4ndig genau ist und es eine Ganzk\u00f6rpersimulation ist. Ich wei\u00df es, weil ich den Code geschrieben habe.\n\nVielleicht h\u00e4tte ich in der Demo einen besseren Job machen sollen, aber wenn du mit Geschwindigkeit fliegst und deine gew\u00fcnschte Geschwindigkeit auf Null stellst, wirst du sehen, wie die oberen vorderen Triebwerke artikulieren und feuern, um deine Geschwindigkeit zu verlangsamen. Wenn Sie sich meine Demo ansehen, werden Sie feststellen, dass es mit der Hornet etwas Dynamik gibt, wenn ich in der N\u00e4he der Br\u00fccke langsamer werde. Es mag nicht auf dem Bildschirm sichtbar gewesen sein, aber ich kann versichern, dass die Hornet nicht auf einen Cent stoppt. Wenn man sie mit mehr Masse (wie Zusatzwaffen) aufl\u00e4dt, sp\u00fcrt man die Wirkung.\n\nEs gibt keine Drag-Modelle - alles wird so gemacht, wie es im Weltraum w\u00e4re.\n\nZus\u00e4tzlich gibt es tats\u00e4chlich Gegenschub, der innerhalb der Physik angewendet wird, und wenn man die H\u00e4nde auf dem Controller h\u00e4tte, w\u00fcrde man ihn sp\u00fcren. Wenn Sie genau hinsehen, werden Sie die Tr\u00e4gheit sehen - das Schiff h\u00f6rt nicht auf, zu rollen oder zu kippen. Es gibt jedoch einen sehr guten Grund, warum man die Triebwerke nicht ganz genau feuern sieht.\n\nDas Problem mit der visuellen Darstellung des richtigen Stosses ist, dass es tats\u00e4chlich ziemlich schrecklich aussehen w\u00fcrde (vertrauen Sie mir, so habe ich es zum ersten Mal gemacht, und es ist immer noch ziemlich einfach, zur\u00fcckzuschalten, da ich tats\u00e4chlich etwas zus\u00e4tzliche Arbeit verrichte, um die Visuals sch\u00f6ner aussehen zu lassen).\n\nDer Grund daf\u00fcr ist, dass es keinen Luftwiderstand im Raum gibt, so dass selbst eine geringe Menge an Schub die Hornisse (oder ein beliebiges Raumschiff) in Rotation versetzt, bis Sie Gegenschub anwenden. Was also wirklich passiert, ist, dass das Flugsteuerungssystem immer Mikroschub und Gegenschub anwendet, um die Eingaben des Piloten zu erreichen. Dies f\u00fchrt dazu, dass die Triebwerke in Mikromengen immer wieder flackern und man eigentlich kein gutes Gef\u00fchl f\u00fcr die allgemeine Anwendung des Schubs bekommt. Ich denke, du wei\u00dft, dass ich es mag, wenn die Dinge cool aussehen (komm schon, wir alle wissen, dass du wahrscheinlich nicht in Weltraum-Durchk\u00e4mpfe mit Geschwindigkeiten des Zweiten Weltkriegs verwickelt w\u00e4rst, aber es macht so viel mehr Spa\u00df, als es die Realit\u00e4t wahrscheinlich w\u00e4re), also ist es so, dass das System immer noch genau modelliert ist, aber ich benutze das Winkel-Lineargeschwindigkeitsdelta, um die visuelle Darstellung von Schub zu steuern. Hier ist mein Codekommentar.\n\n\/ \/\/Note das thrustGoal ist eigentlich das lineare Geschwindigkeitsdelta (gew\u00fcnschte Geschwindigkeit - aktuelle Geschwindigkeit von\ndas Fahrzeug & die Rotationsgeschwindigkeit und nicht die tats\u00e4chliche lineare & Winkelbeschleunigung \/ Schub. \/ \/Das liegt daran, dass, obwohl ungenau, sein K\u00fchler, um einen konstanteren Schub zu sehen, der einen konstanten Schub gibt.\nSie erhalten einen visuellen Hinweis darauf, welche korrigierenden Bewegungs-\/Geschwindigkeitsvektoren das Fahrzeug verwendet.\n\/ \/Wenn wir nur die Beschleunigung und nicht die gew\u00fcnschte Geschwindigkeitskorrektur verwendet haben, flammt das Triebwerk.\n\/\/w\u00fcrde ein- und ausblenden - besonders im Wing Commander Anwendungsfall Weltraum, bei dem\nEs gibt keine Atmosph\u00e4re, die Widerstand bietet.\n\/\/\nWenn Sie die tats\u00e4chlichen Beschleunigungen an SetThrustGoal weitergeben, dann erhalten Sie eine genaue \/\/visuelle Darstellung dessen, was ein Thruster wirklich tun w\u00fcrde.\n\nIch hoffe, das kl\u00e4rt jede Verwirrung!\n\nIch gebe zu, dass das Schiff keine Fl\u00fcgel oder Ventilatoren an der Vorderseite haben muss, aber die Idee dahinter ist f\u00fcr einen m\u00f6glichen atmosph\u00e4rischen Flug (dies ist kein Versprechen der planetarischen Aktion f\u00fcr den fr\u00fchen Bau, sondern erlaubt Erweiterungen in diese Richtung) und als RAM-Schaufel. Au\u00dferdem sieht es einfach aus \/ f\u00fchlt sich cool an!\n\nChris Roberts","zh_CN":"There have been a lot of questions about how the game\u2019s physics system will work. Is it going to be \u2018physics light\u2019 like Wing Commander, an entirely serious model of Newtonian physics like more recent games, or something in-between? Chris Roberts recently addressed this in a forum post and we thought it\u2019d be good to share this background with everyone:\n\nAs someone that was taking Physics at Manchester University before I dropped out to make games full time I can assure everyone that the physics model is COMPLETELY accurate and it\u2019s a full rigid body simulation. I know because I wrote the code.\n\nMaybe I should have done a better job in the demo, but if you are flying at speed and you set your desired velocity to zero you WILL see the top front thrusters articulating and firing to slow your velocity. If you watch my demo you will notice there is some momentum with the Hornet when I slow down close to the bridge. It may not have been apparent on the screen, but I can assure the Hornet does not stop on a dime. if you load it up with more mass (like extra weapons) you feel the effect of this.\n\nThere is no drag modeled \u2013 everything is done as it would be in space.\n\nAdditionally there is actually counter thrust being applied inside the physics and if you had your hands on the controller you would feel it. If you look closely you will see the inertia of this \u2013 the ship doesn\u2019t stop rolling or pitching on a dime. There is however a very good reason why you don\u2019t actually see the thrusters fire entirely accurately.\n\nThe problem with visually depicting the proper thrust is that it would actually look pretty horrible (trust me this is how I first did it, and is still pretty easy to switch back to as I\u2019m actually doing some extra work to make the visuals looks nicer).\n\nThe reason is because there is no drag in space, so even a micro amount of thrust starts the Hornet (or any spaceship) rotating until you apply counter thrust. So what is really happening is that the flight control system is always applying micro thrust and counter thrust to achieve the pilot\u2019s inputs. This results in the thrusters flickering off and on in micro amounts and you actually not getting a good feel of the general application of thrust. I think you know I like things to look cool (come on, we all know you probably wouldn\u2019t be engaging in space dogfights at WW2 speeds, but it\u2019s so much more fun than what the reality would probably be), so what happens is that the system is still modeled accurately, but I use the angular \/linear velocity delta to drive the visual representation of thrust. Here\u2019s my code comment\n\n\/\/Note the thrustGoal is actually the linear velocity delta (desired vel \u2013 current vel of\n\/\/the vehicle & rotational vel rather than the actual linear & angular acceleration \/ thrust. \/\/This is because, while inaccurate its cooler to see more constant thrust that gives\n\/\/you a visual clue as to what correctional movement \/ velocity vectors the vehicle is using.\n\/\/If we just used the acceleration as opposed to the desired velocity correction, the thruster flames\n\/\/would flicker on and off \u2013 especially in the Wing Commander use case of Space, where\n\/\/there is no atmosphere to provide drag.\n\/\/\n\/\/Of course if you pass the actual accelerations to SetThrustGoal, then you\u2019ll get an accurate \/\/visual representation of what a thruster would really do\n\nI hope that clears up any confusion!\n\nI will admit that the ship doesn\u2019t need to have wings or fans on the front, but the idea behind that is for possible atmospheric flight (this is not a promise of planetary action for the early build but allows for expansions in this direction), and as a RAM scoop. Plus it just looks \/ feels cool!\n\nChris Roberts"},"links_count":1,"comment_count":129,"created_at":"2012-10-20T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-04-29 21:11:35","valid_relations":["images","links","translations"],"prev_id":12740,"next_id":12742}}