Aerodynamic physics on planets
Under Consideration
With water physics becoming a thing in vanilla I feel like adding in aerodynamics could be a good addition as well, then people who want to make planes can, and you could still make standard craft that have thrust in each direction still. It would allow even more types of builds especially with water being added into the game, and could potentially have different effects on the different planets due to different atmospheres.
Are you thinking of hydrodynamics for boats as well?
Are you thinking of hydrodynamics for boats as well?
Going to ask you the same thing I did the other guy, because simply asking for aerodynamics is extremely open ended. When you ask for aerodynamics what are we talking about? Is it purely just planet side cheese to allow planes to fly, or is there more to it? As one example, I often see people try to pair aerodynamics with things like having to worry about atmospheric re-entry as a means of "reducing gun bricks" or whatever other ship type they don't like that day. So my question is this. If I want to build a borg cube and fly it, under your ideal aerodynamic setup would I be able to do so like I can currently do in SE1, or would I have to worry about the cube potentially burning up on re-entry? If I want to build something like a tie-fighter that's far from aerodynamic, would it burn on re-entry? Also would it be artificially slowed down in atmo because it's nowhere near aerodynamic?
What I'm wanting to get at is the scope being asked for. Because if it's just adding some extra stuff to make planes easier to make and fly and that's it, then I'll add my vote to the pile. However if it's more than just stuff for planes and for example it would hamper my ability to fly a borg cube if I wished, then I will not be adding my vote to it because it would restrict the types of builds compared to SE1 and that's not a good idea.
Going to ask you the same thing I did the other guy, because simply asking for aerodynamics is extremely open ended. When you ask for aerodynamics what are we talking about? Is it purely just planet side cheese to allow planes to fly, or is there more to it? As one example, I often see people try to pair aerodynamics with things like having to worry about atmospheric re-entry as a means of "reducing gun bricks" or whatever other ship type they don't like that day. So my question is this. If I want to build a borg cube and fly it, under your ideal aerodynamic setup would I be able to do so like I can currently do in SE1, or would I have to worry about the cube potentially burning up on re-entry? If I want to build something like a tie-fighter that's far from aerodynamic, would it burn on re-entry? Also would it be artificially slowed down in atmo because it's nowhere near aerodynamic?
What I'm wanting to get at is the scope being asked for. Because if it's just adding some extra stuff to make planes easier to make and fly and that's it, then I'll add my vote to the pile. However if it's more than just stuff for planes and for example it would hamper my ability to fly a borg cube if I wished, then I will not be adding my vote to it because it would restrict the types of builds compared to SE1 and that's not a good idea.
This is a great idea, I hope they have already thought of that.
This is a great idea, I hope they have already thought of that.
One great application for building planes is fuel efficiency. It's actually more efficient to use your aerodynamics to create lift than to constantly apply thrust opposing gravity.
In a previous game, I had actually built a construction ship to use wings (via the drag mod and plane parts) when flying distances to save on hydrogen fuel, which burns much quicker when not using the wings.
One great application for building planes is fuel efficiency. It's actually more efficient to use your aerodynamics to create lift than to constantly apply thrust opposing gravity.
In a previous game, I had actually built a construction ship to use wings (via the drag mod and plane parts) when flying distances to save on hydrogen fuel, which burns much quicker when not using the wings.
I'd think that aerodynamics in the form of lift/drag/damage would be awesome, but I think it would be nice to have it as an optional feature, with lift/drag enabled by default.
Simple aerodynamics could simulate lift from properly-shaped armour blocks, allowing you to build planes and (with hydrodynamics, because it's the same math with a different fluid) hydroplanes, with only (or at least primarily) forward-facing thrust.
The next step in complexity would be adding drag; it wouldn't be a hard (mechanical) speed limit; if your Borg cube has enough thrust, it can hit still hit the (mechanical) speed cap in the atmosphere.
The last step towards realism would be heating effects from atmospheric (hydrospheric?) drag, where if you either have enough thrust, or have enough excess velocity to aero/hydro-brake, you may suffer damage (burn up during re-entry).
There's more than just that to aerodynamics, there's ground effect and other complicated things like supersonic flight, but I doubt they'd be fun to simulate, either from the point of view of simulation complexity, or from the point of view of actually being fun to play.
Edit: Actually, supersonic flight might not be too hard to do; there's fairly well-known shapes that allow for it, and if you have enough thrust...
I'd think that aerodynamics in the form of lift/drag/damage would be awesome, but I think it would be nice to have it as an optional feature, with lift/drag enabled by default.
Simple aerodynamics could simulate lift from properly-shaped armour blocks, allowing you to build planes and (with hydrodynamics, because it's the same math with a different fluid) hydroplanes, with only (or at least primarily) forward-facing thrust.
The next step in complexity would be adding drag; it wouldn't be a hard (mechanical) speed limit; if your Borg cube has enough thrust, it can hit still hit the (mechanical) speed cap in the atmosphere.
The last step towards realism would be heating effects from atmospheric (hydrospheric?) drag, where if you either have enough thrust, or have enough excess velocity to aero/hydro-brake, you may suffer damage (burn up during re-entry).
There's more than just that to aerodynamics, there's ground effect and other complicated things like supersonic flight, but I doubt they'd be fun to simulate, either from the point of view of simulation complexity, or from the point of view of actually being fun to play.
Edit: Actually, supersonic flight might not be too hard to do; there's fairly well-known shapes that allow for it, and if you have enough thrust...
Do you really want the game to calculate realistic aerodynamics?
It would be a wonderful thing, and I want it too...
But you do realize that the moment the aerodynamics calculation becomes even remotely realistic, 99% of the player's creations won't get off the ground at all? And 99% of the one percent that do jump into the air are going to smash into the ground because they'll be uncontrollable?
And no, it's not even similar to swimming in water.
Think about it - man has been flying using aerodynamics for some 222 years, using aerostatics for 242 years...
Ships using hydrostatics have been used by humans for some 10,000 years... And shipbuilders had some empirical idea about hydrodynamics 3000 years ago...
Do you really think flying is easy?
Do you really want the game to calculate realistic aerodynamics?
It would be a wonderful thing, and I want it too...
But you do realize that the moment the aerodynamics calculation becomes even remotely realistic, 99% of the player's creations won't get off the ground at all? And 99% of the one percent that do jump into the air are going to smash into the ground because they'll be uncontrollable?
And no, it's not even similar to swimming in water.
Think about it - man has been flying using aerodynamics for some 222 years, using aerostatics for 242 years...
Ships using hydrostatics have been used by humans for some 10,000 years... And shipbuilders had some empirical idea about hydrodynamics 3000 years ago...
Do you really think flying is easy?
I would love to have simple calculations, to enhance some feeling of a craft fighting atmosphere. Much of flight feeling comes from perception, i dont need an x-plane fluid simulation, just give me some turbulence, friction, fuel consumption, something to tradeoff when designing a ship.
I would love to have simple calculations, to enhance some feeling of a craft fighting atmosphere. Much of flight feeling comes from perception, i dont need an x-plane fluid simulation, just give me some turbulence, friction, fuel consumption, something to tradeoff when designing a ship.
One of my must-have mods in SE1 was adding aerodynamic drag - it's incredibly simplistic (or at least was when I last played SE1) and doesn't do any lift calculations or really anything remotely realistic, but it did enough to have a fun gameplay loop of not being able to go "infinitely fast" in atmosphere (coupled with increased speed mods back then, but with 310m/s nowadays that wouldn't even be necessary) and having to balance thrust & cross section with speed and fuel economy.
This together with atmospheric heating (and some juicy visuals!) and damage just made it much more satisfying to fly around (and back down to) planets IMO, adding a bit more gameplay and ship design depth even without any remotely physically accurate simulation (which is honestly probably pretty much impossible while staying in a reasonable performance budget). After all it's still a game, it doesn't need to be accurate, as long as it feels good.
I do agree with some others in this thread though that it probably needs to be optional because I guess some people won't really like it as it does make things a bit slower and cumbersome.
One of my must-have mods in SE1 was adding aerodynamic drag - it's incredibly simplistic (or at least was when I last played SE1) and doesn't do any lift calculations or really anything remotely realistic, but it did enough to have a fun gameplay loop of not being able to go "infinitely fast" in atmosphere (coupled with increased speed mods back then, but with 310m/s nowadays that wouldn't even be necessary) and having to balance thrust & cross section with speed and fuel economy.
This together with atmospheric heating (and some juicy visuals!) and damage just made it much more satisfying to fly around (and back down to) planets IMO, adding a bit more gameplay and ship design depth even without any remotely physically accurate simulation (which is honestly probably pretty much impossible while staying in a reasonable performance budget). After all it's still a game, it doesn't need to be accurate, as long as it feels good.
I do agree with some others in this thread though that it probably needs to be optional because I guess some people won't really like it as it does make things a bit slower and cumbersome.
Simple aerodynamics would be nice to have. Build some wings on your craft and be able to coast without engine thrust. Flip up some air brakes and slow down. This isn't KSP so I'm not expecting (or want) all the parts and complexity of coming in for a landing and burning up because you forgot a part or staged incorrectly.
Keep it fun with the option to build complex and amazing (and sometimes a bit unrealistic) builds.
Simple aerodynamics would be nice to have. Build some wings on your craft and be able to coast without engine thrust. Flip up some air brakes and slow down. This isn't KSP so I'm not expecting (or want) all the parts and complexity of coming in for a landing and burning up because you forgot a part or staged incorrectly.
Keep it fun with the option to build complex and amazing (and sometimes a bit unrealistic) builds.
PLANES is good :3 we need planes we want planes we deserve planes.(I like planes, please add aerodynamics so I can spend 5k hours flying with a cessna in se2)
PLANES is good :3 we need planes we want planes we deserve planes.(I like planes, please add aerodynamics so I can spend 5k hours flying with a cessna in se2)
For me its a matter of each environment presenting different creative / engineering challenges and possibilities.
- Space
- Atmosphere
- Water
Having to differ in the building style between the 3 automatically increases variety of gameplay. Logistics and infrastructure becomes a thing if the player wants to operate in more than one of the environments, and the "one ships does it all endgame" build, will at least be harder to achieve.
Basic Aerodynamics will also make planets more than just an asteroid with gravity and a pretty backdrop. The player will have to adjust and i believe that that will only add to the overall gameplay experience.
Personally i don't need extremely advanced aerodynamics, but i would love to be able to make planes (and water planes) and most of all get away from the spam of thrusters in every direction as is currently the case in SE 1.
Also thinking blimps / Airships could be a thing down the line as the volumetric water and perhaps gasses gets developed and maybe expanded upon.
For me its a matter of each environment presenting different creative / engineering challenges and possibilities.
- Space
- Atmosphere
- Water
Having to differ in the building style between the 3 automatically increases variety of gameplay. Logistics and infrastructure becomes a thing if the player wants to operate in more than one of the environments, and the "one ships does it all endgame" build, will at least be harder to achieve.
Basic Aerodynamics will also make planets more than just an asteroid with gravity and a pretty backdrop. The player will have to adjust and i believe that that will only add to the overall gameplay experience.
Personally i don't need extremely advanced aerodynamics, but i would love to be able to make planes (and water planes) and most of all get away from the spam of thrusters in every direction as is currently the case in SE 1.
Also thinking blimps / Airships could be a thing down the line as the volumetric water and perhaps gasses gets developed and maybe expanded upon.
This would be nice, but we need planets first before we start worrying about this.
I for one would rather see a greater selection of blocks and better controls for now.
This would be nice, but we need planets first before we start worrying about this.
I for one would rather see a greater selection of blocks and better controls for now.
Could not agree more. Whenever asked about this Marek just says he only wants things that add to the engineering challenge for players which really confuses me... Aerodynamics is a huge engineering challenge... Please please add this so we can have a real reason for surface to orbit transit vehicles and just so so many other things that this would enable.
Could not agree more. Whenever asked about this Marek just says he only wants things that add to the engineering challenge for players which really confuses me... Aerodynamics is a huge engineering challenge... Please please add this so we can have a real reason for surface to orbit transit vehicles and just so so many other things that this would enable.
The water system should also be the atmosphere system I've mentioned this in a different posting on steam but its all fluids and gasses so use properties of real physics if possible. I honestly cant find the posting but I got into the idea of different gasses and pressure volumes with someone.
The water system should also be the atmosphere system I've mentioned this in a different posting on steam but its all fluids and gasses so use properties of real physics if possible. I honestly cant find the posting but I got into the idea of different gasses and pressure volumes with someone.
I agree, it's essential to the planetary experience. Making planes would be amazing.
I agree, it's essential to the planetary experience. Making planes would be amazing.
Isn't this already planned? I thought this was one of the core new systems of VRAGE 3.
Isn't this already planned? I thought this was one of the core new systems of VRAGE 3.
Would be cool if we could hear atmo engines from a few km away too, doesn't have to sound super realistic but would increase immersion
Would be cool if we could hear atmo engines from a few km away too, doesn't have to sound super realistic but would increase immersion
Watching a craft glow on re-entry from the plasma would look cool, if nothing else :D
Aerodynamics is interesting, but I don't know how you'd determine how aerodynamic your brick is? No real aerofoils to speak of.
Watching a craft glow on re-entry from the plasma would look cool, if nothing else :D
Aerodynamics is interesting, but I don't know how you'd determine how aerodynamic your brick is? No real aerofoils to speak of.
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