Space games for the realism-junky? Or any in development?
Posted: Sat Apr 02, 2011 10:14 am
Hey guys, I'm new to the forum
, names Petroleus, student of Aerospace Engineering in Delft, the Netherlands, and big-time space AND game enthousiast.I've been looking around the web for any realistic futuristic space sims, meaning realistic in the way like Orbiter, but then a few hundred years of technology further. To be honest, i haven't found any so far
. All seem hellbent on a very earth-like perspective of movement, which (hopefully) needless to say is quite rediculous in space
.Allow me to rant on some misconceptions a bit
: A direct link between orientation and velocity, which on earth this is nearly always quite accurate, but in space... hardly ever. Reality is: there is a direct link between orientation and acceleration. On earth if you have a certain velocity in your car and you change the direction of the car, changing the car's orientation will automatically change it's direction, because on earth we can push away the earth and the earth pushes us back, changing the velocity's direction. In space there is nothing to push, and if you have any nonzero (relative) velocity in one direction and you orient yourself in a different direction, there is no amount of foreward thrust that will EVER get you to go exactly in that direction. It's like dropping a ball from an airplane: sure, it will accelerate downward, but even up until the moment it hits the ground, it will always have (part of) the foreward velocity the plane had, so it is never actually travelling straight down. Otherwise put: before you get close to going the direction you want to go, you would have to accelerate to such an enormous degree that the sideslip from the original velocity is negligable. This is probably the most stubborn of traits I find in games, that to change direction, all you have to do is change orientation and fire your constant burning engines. Directly next to that is endlessness of velocity in space. Some games do this in part, but most ignore the fact that when in space you start a roll maneouvre, you have to counteract that same roll maneouvre in order to stop rotating. This in affect means it is nearly impossible, at least with the crudity of manual controls with the strength most games portray, to get two objects in space to be still next to eachother, unless you couple them. Yet in many to all space games you see ships flying in perfect formation, which really takes the messiness out of space, wrongfully so in my eyes. [end of rant] these are just some things, others are energy-management, which is a REALLY big deal in space, but in games engines just buuurrrrn and weapons just firrreee and nothing gets overheated
I am pretty sure it is not impossible nor unenjoyable to make a sim with realism as base, in fact I would be tempted to try so myself if I had more time and game designing experience. But I don't find any
Have I simply not looked good enough?I found this forum via google and an old topic concerning a designer asking about how realistic games should be, sadly that topic is gone so it seems, is anyone working on something like this?