I'm making a realistic space fighter sim, wonder what you think about it.
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Guest
I'm making a realistic space fighter sim, wonder what you think about it.
Realistic means newtonian physics, full rotation freedom independent of movement, forward-only thrust, unlimited speed, unlimited playing field.As far as input goes, you turn with the mouse, right-click to thrust forward, left-click to shoot. If you really need to roll, I've assigned that to the scroll wheel (works well enough). Joystick will also be supported, but I'm keeping it fully controllable and playable with the mouse.If you're wondering how the **** that works, check it out:[Greenlight page]([url]http://steamcommunity.com/sharedfiles/filedetails/?id=899907550)[/url] demo]([url]http://www.indiedb.com/games/thrust-shoot-flight-school/downloads)[/url] universe's technology level is near-future with FTL jumps. I've made several assumptions (which I'll gladly discuss) to allow for plausible human-piloted space fighters.Would you be interested in this game ? What did I forget, what am I doing wrong ? Hit me !
RE: I'm making a realistic space fighter sim, wonder what you think about it.
Nice! We need more newtonian space games.I saw you are using RCS thrusters for rotation. Why can't the ship strafe then? Haven't saw any external image of the craft, but my understanding is that if there's only one cluster of thrusters on the nose, then apart from rotation, it would also induce some sideways movement without another cluster behind the center of mass counteracting that.And if you do have a cluster at the back, then the ship should have everything for lateral movement too.
RE: I'm making a realistic space fighter sim, wonder what you think about it.
The games on Steam [url]https://store.steampowered.com/app/663100/Thrust__Shoot__Flight_School/[/url] under a tenner as well although the major complaint on the Steam forums is a lack of any content, although the dev has said he will be adding that issue.