#include "fastphys.odf"
// Battleship2 Physics Parameters
physics = "hover"
//**********************************************************************
//SPEEDS
// Ship's full throtle forward speed when under impluse power.
// You can change this as much as you like without having to
// send the pilot back to Starfleet Academy.
combatSpeed = 48.5
impulseSpeed = 69.3
warpSpeed = 396
//**********************************************************************
//BEHAVIOUR PARAMETERS
// When we're moving, if we're closer to our goal point than
// this, don't try to circle around and hit it. Just stay where
// you are.
tooCloseToTurn = 200;
// When path following, we follow a point on our path that's
// this far in front of us.
pathLeadDistance = 500;
// These parameters all scale with impulse speed,
// so that faster ships more or less do everything
// faster. If that's too irritating we can change it.
// How fast it accelerates forward, normal is 1
forwardAccel = 2;
// How fast it decelerates, fraction of forwardAccel
backwardAccel = 1;
// Maximum turn rate, normalized to 1
turnOmega = 1;
// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega
turnAlpha = 1;
// Maximum pitch rate, normalized to 1
pitchOmega = 1;
// Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega
pitchAlpha = 1;
// These do not scale with impulse speed
// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll
rollCoupling = 1;
// How car-like this is. 0 means can't turn without moving, like a car.
// 1 means turns fully even when still, more like a spaceship.
turnOmegaFractionAtRest = 1;
turnAlphaFractionAtRest = 1;
pitchOmegaFractionAtRest = 1;
pitchAlphaFractionAtRest = 1;
// Most ships return to pitch = 0 degrees. Pitch Default is the pitch
// to return to in degrees upward, and speed is how fast it does so.
// zero or negative speed means to stay at your last pitch.
pitchDefault = 0;
pitchDefaultSpeed = 1;
// Determines how to dampen the turning rate once it's close to it's target.
// 1 means to square it, to make it even more dampened.
turnControlSquared = 0;
// this is the angle in degrees to make it stop damping
turnControlAngle = 30;
forwardControlDistance = 100;
//************************************************************
// ADVANCED PHYSICS PARAMETERS
// Roll is moving one wing up and the other down. So the
// max roll determines how much the ship banks when turning.
// Again you can change this as much as you like without
// going back to Starfleet Academy.
maxRoll = 21
// The turn radius, in meters. If you change this, you'll need
// to send the pilot back to Starfleet Academy.
turnRadius = 20
// Your turning ability drops off as you slow down, but even
// when you're not moving, you can still rotate in place slowly.
// The first number is, when you're stopped, what fraction of
// max turning speed you have, out of 1.0. The second number is
// your velocity, in m/s, when the coefficient has climbed to
// 0.5.
velocCoeffStill = 0.5
velocWhenCoeffHalf = 0.7
// Pitch is moving the nose up/down. The bigger the
// pitchRotationSpeed, the faster the ship can enter/leave a
// dive or climb. maxPitch is the maximum climb or dive angle,
// in degrees. This MUST be less than 90, although 89 is ok (I
// think.)
pitchRotationSpeed = 0.0667
maxPitch = 45
// Roll is moving one wing up and the other down. Analogous to
// the pitch controls above.
rollRotationSpeed = 0.2
// frontBackInertia: the bigger this number, the longer it takes
// to get up to speed. Bigger ships should have larger
// inertias, as this helps give the illusion of mass.
frontBackInertia = 100
// When the ship changes it's facing, it's velocity doesn't
// instantly change to the same direction. When it's pulling a
// tight turn, if you look closely, you'll notice them
// "skidding" like someone doing a handbrake turn during a car
// chase. These inertias control how much skidding, basically.
// They should be much smaller than the frontBackInertia.
//upDownInertia = 15
//leftRightInertia = 15
// This is as a fraction of impulse speed.
maxReverseSpeed = 3.25
// The rest of these are set automatically from the above
// parameters. If you only change the above parameters a
// little, you probably don't need to recalculate these. But if
// you change them a lot, you'll need to. They control the
// control loops, things like how far ahead to start coming out
// of a turn or when to start braking. If these are set all
// wrong, you'll get poor performance from the vehicles. You
// may not even notice. For example, the ship might start
// breaking long before it needs to, and get slower and slower
// as it approaches the destination, when it could break at the
// last minute.
// Generic control parameters
braccelControlStiffness = 4.0
// ServoYaw parameters
sy_yawAngleCoeff = 1.497
sy_yawVelocCoeff = 0.2
// ServoPitch parameters
sp_pitchAngleCoeff = -1.197
sp_velocAngleCoeff = 0.060
//**********************************************************************
// COMBAT MODE FILE
combatPhysicsFile = "A2PPbatt2cbt.odf"[/CODE]The combat physics file.
Code:
// Battleship2 Combat Mode Physics Parameters
// Mostly has lower acceleration rate and turn rates.
// These parameters all scale with impulse speed,
// so that faster ships more or less do everything
// faster. If that's too irritating we can change it.
// How fast it accelerates forward, normal is 1
forwardAccel = 0.5;
// How fast it decelerates, fraction of forwardAccel
backwardAccel = 1;
// Maximum turn rate, normalized to 1
turnOmega = .1;
// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega
turnAlpha = 1;
// Maximum pitch rate, normalized to 1
pitchOmega = 1;
// Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega
pitchAlpha = 1;
// These do not scale with impulse speed
// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll
rollCoupling = 1;
// How car-like this is. 0 means can't turn without moving, like a car.
// 1 means turns fully even when still, more like a spaceship.
turnOmegaFractionAtRest = 1;
turnAlphaFractionAtRest = 1;
pitchOmegaFractionAtRest = 1;
pitchAlphaFractionAtRest = 1;
// Most ships return to pitch = 0 degrees. Pitch Default is the pitch
// to return to in degrees upward, and speed is how fast it does so.
// zero or negative speed means to stay at your last pitch.
pitchDefault = 0;
pitchDefaultSpeed = 1;
// Determines how to dampen the turning rate once it's close to it's target.
// 1 means to square it, to make it even more dampened.
turnControlSquared = 0;
// this is the angle in degrees to make it stop damping
turnControlAngle = 30;
forwardControlDistance = 100;
//************************************************************
// ADVANCED PHYSICS PARAMETERS
// Roll is moving one wing up and the other down. So the
// max roll determines how much the ship banks when turning.
// Again you can change this as much as you like without
// going back to Starfleet Academy.
maxRoll = 21
// The turn radius, in meters. If you change this, you'll need
// to send the pilot back to Starfleet Academy.
turnRadius = 20
// Your turning ability drops off as you slow down, but even
// when you're not moving, you can still rotate in place slowly.
// The first number is, when you're stopped, what fraction of
// max turning speed you have, out of 1.0. The second number is
// your velocity, in m/s, when the coefficient has climbed to
// 0.5.
velocCoeffStill = 0.5
velocWhenCoeffHalf = 0.7
// Pitch is moving the nose up/down. The bigger the
// pitchRotationSpeed, the faster the ship can enter/leave a
// dive or climb. maxPitch is the maximum climb or dive angle,
// in degrees. This MUST be less than 90, although 89 is ok (I
// think.)
pitchRotationSpeed = 0.0667
maxPitch = 45
// Roll is moving one wing up and the other down. Analogous to
// the pitch controls above.
rollRotationSpeed = 0.2
// frontBackInertia: the bigger this number, the longer it takes
// to get up to speed. Bigger ships should have larger
// inertias, as this helps give the illusion of mass.
frontBackInertia = 100
// When the ship changes it's facing, it's velocity doesn't
// instantly change to the same direction. When it's pulling a
// tight turn, if you look closely, you'll notice them
// "skidding" like someone doing a handbrake turn during a car
// chase. These inertias control how much skidding, basically.
// They should be much smaller than the frontBackInertia.
//upDownInertia = 15
//leftRightInertia = 15
// This is as a fraction of impulse speed.
maxReverseSpeed = 3.25
// The rest of these are set automatically from the above
// parameters. If you only change the above parameters a
// little, you probably don't need to recalculate these. But if
// you change them a lot, you'll need to. They control the
// control loops, things like how far ahead to start coming out
// of a turn or when to start braking. If these are set all
// wrong, you'll get poor performance from the vehicles. You
// may not even notice. For example, the ship might start
// breaking long before it needs to, and get slower and slower
// as it approaches the destination, when it could break at the
// last minute.
// Generic control parameters
braccelControlStiffness = 4.0
// ServoYaw parameters
sy_yawAngleCoeff = 1.497
sy_yawVelocCoeff = 0.2
// ServoPitch parameters
sp_pitchAngleCoeff = -1.197
sp_velocAngleCoeff = 0.060[/Spoiler]The combat file[spoiler= ""]// Battleship2 Combat Mode Physics Parameters
// Mostly has lower acceleration rate and turn rates.
// These parameters all scale with impulse speed,
// so that faster ships more or less do everything
// faster. If that's too irritating we can change it.
// How fast it accelerates forward, normal is 1
forwardAccel = 0.5;
// How fast it decelerates, fraction of forwardAccel
backwardAccel = 1;
// Maximum turn rate, normalized to 1
turnOmega = .1;
// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega
turnAlpha = 1;
// Maximum pitch rate, normalized to 1
pitchOmega = 1;
// Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega
pitchAlpha = 1;
// These do not scale with impulse speed
// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll
rollCoupling = 1;
// How car-like this is. 0 means can't turn without moving, like a car.
// 1 means turns fully even when still, more like a spaceship.
turnOmegaFractionAtRest = 1;
turnAlphaFractionAtRest = 1;
pitchOmegaFractionAtRest = 1;
pitchAlphaFractionAtRest = 1;
// Most ships return to pitch = 0 degrees. Pitch Default is the pitch
// to return to in degrees upward, and speed is how fast it does so.
// zero or negative speed means to stay at your last pitch.
pitchDefault = 0;
pitchDefaultSpeed = 1;
// Determines how to dampen the turning rate once it's close to it's target.
// 1 means to square it, to make it even more dampened.
turnControlSquared = 0;
// this is the angle in degrees to make it stop damping
turnControlAngle = 30;
forwardControlDistance = 100;
//************************************************************
// ADVANCED PHYSICS PARAMETERS
// Roll is moving one wing up and the other down. So the
// max roll determines how much the ship banks when turning.
// Again you can change this as much as you like without
// going back to Starfleet Academy.
maxRoll = 21
// The turn radius, in meters. If you change this, you'll need
// to send the pilot back to Starfleet Academy.
turnRadius = 20
// Your turning ability drops off as you slow down, but even
// when you're not moving, you can still rotate in place slowly.
// The first number is, when you're stopped, what fraction of
// max turning speed you have, out of 1.0. The second number is
// your velocity, in m/s, when the coefficient has climbed to
// 0.5.
velocCoeffStill = 0.5
velocWhenCoeffHalf = 0.7
// Pitch is moving the nose up/down. The bigger the
// pitchRotationSpeed, the faster the ship can enter/leave a
// dive or climb. maxPitch is the maximum climb or dive angle,
// in degrees. This MUST be less than 90, although 89 is ok (I
// think.)
pitchRotationSpeed = 0.0667
maxPitch = 45
// Roll is moving one wing up and the other down. Analogous to
// the pitch controls above.
rollRotationSpeed = 0.2
// frontBackInertia: the bigger this number, the longer it takes
// to get up to speed. Bigger ships should have larger
// inertias, as this helps give the illusion of mass.
frontBackInertia = 100
// When the ship changes it's facing, it's velocity doesn't
// instantly change to the same direction. When it's pulling a
// tight turn, if you look closely, you'll notice them
// "skidding" like someone doing a handbrake turn during a car
// chase. These inertias control how much skidding, basically.
// They should be much smaller than the frontBackInertia.
//upDownInertia = 15
//leftRightInertia = 15
// This is as a fraction of impulse speed.
maxReverseSpeed = 3.25
// The rest of these are set automatically from the above
// parameters. If you only change the above parameters a
// little, you probably don't need to recalculate these. But if
// you change them a lot, you'll need to. They control the
// control loops, things like how far ahead to start coming out
// of a turn or when to start braking. If these are set all
// wrong, you'll get poor performance from the vehicles. You
// may not even notice. For example, the ship might start
// breaking long before it needs to, and get slower and slower
// as it approaches the destination, when it could break at the
// last minute.
// Generic control parameters
braccelControlStiffness = 4.0
// ServoYaw parameters
sy_yawAngleCoeff = 1.497
sy_yawVelocCoeff = 0.2
// ServoPitch parameters
sp_pitchAngleCoeff = -1.197
sp_velocAngleCoeff = 0.060[/spoiler]