Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Richard LeMoon on May 25, 2014, 01:20:16 pm

Title: Pilot tool: Yoke
Post by: Richard LeMoon on May 25, 2014, 01:20:16 pm
Changes the behavior of helm controls to Pitch and Roll while active.

Throttle is changed to Pitch, allowing you to tilt your ship forward and back 3 degrees per throttle position, allowing up to 12 degrees pitch change in either direction.

Wheel is changed to Roll, allowing incremental sideways rolls up to 12 degrees.

Another effect is turning the tool off while pitched forward will cause your ship to dive until ship corrects its orientation (maybe 0.25 seconds per throttle position). Combined with balloon tools, this can either keep your current altitude (W), or increase the dive (S). The opposite would be true for reverse pitch. Using kero or moonshine would drastically increase the dive, while chute vent would turn it into suicide.

Ships that would benefit from Roll, greatest to least:

Galleon
Junker
Pyramidian

Little benefit:
Goldfish
Squid
Mobula
Spire


Ships that would benefit from Pitch, greatest to least:

Mobula
Spire
Pyramidan
Goldfish

Little benefit:
Squid
Junker
Galleon


Ships that would benefit from Dive (factoring in acceleration of both engines and balloon), greatest to least:

Squid (I can hear the drool of Squid pilots already).
Mobula
Goldfish
Pyramidian

Little Benefit:
Junker
Spire
Galleon

All around, I think this tool would benefit all ships, in either increasing gun arcs, or added maneuverability.
Title: Re: Pilot tool: Yoke
Post by: Goldenglade on May 25, 2014, 01:29:22 pm
as someone who use to work with aircraft... I say yes :3
Title: Re: Pilot tool: Yoke
Post by: SirNotlag on May 25, 2014, 02:13:45 pm
nooooo... id get sea sick.... airsick..... whatever!
Title: Re: Pilot tool: Yoke
Post by: Crafeksterty on May 25, 2014, 02:19:51 pm
Wait, i dont know these words. What does Rolling do to the ships, and what does Pitching do to a ship?
Title: Re: Pilot tool: Yoke
Post by: Richard LeMoon on May 25, 2014, 02:20:51 pm
I should have said Wheel (Yaw) is changed to Roll.

(http://upload.wikimedia.org/wikipedia/commons/5/54/Flight_dynamics_with_text.png)
Title: Re: Pilot tool: Yoke
Post by: Crafeksterty on May 25, 2014, 02:36:37 pm
YES!!! YESSS!!! I WOULD LOVE THIS!!! Ide use it excessively on my spire. And i mean EXCESSIVELY. Just make everyone barf.


I imagine being able to Matrix Dodge a pyramidion with Pitching Back If his ramming high, while Torroing a pyramidion by Rolling left or right if hes ramming low. Or just. Rolling verus snipers. Ships would also manage to aim up at ships, or Low.

12 degrees isnt much but it helps alot for weapons to get that extra arc in. Ships would be able to fight back versus a carronade.
Im just afraid that weapons like Gattling and Mortar can then Fire STRAIGHT down. Maybe its cool.
And for artemis being able to fire higher up. Or Lumberjacks being able to fire Backwards (Imagine seeing a backwards fire galleon hittin the other side of dunes.)

But there are lots of guns that get their arcs fixed like the mercury... huh... Cant think of any other gun with significant change.
Title: Re: Pilot tool: Yoke
Post by: Goldenglade on May 25, 2014, 02:51:22 pm
2 days into test i see someone flying a spire upside down.... of course player speed would totally be an issue at that point because running up an angle would totally slow you down.
Title: Re: Pilot tool: Yoke
Post by: Richard LeMoon on May 25, 2014, 03:06:41 pm
8 degrees each direction may be a better starting point.
Title: Re: Pilot tool: Yoke
Post by: Milevan Faent on May 25, 2014, 03:14:46 pm
2 days into test i see someone flying a spire upside down.... of course player speed would totally be an issue at that point because running up an angle would totally slow you down.

Do we really need to involve little things like gravity and physics?

Also, I totally want this.
Title: Re: Pilot tool: Yoke
Post by: Gryphos on May 25, 2014, 03:17:59 pm
I actually think this could be really cool, allowing you to aim at higher and lower targets. However, it would have to be limited to a reasonable degree to avoid upside down ships.
Title: Re: Pilot tool: Yoke
Post by: Richard LeMoon on May 25, 2014, 03:29:40 pm
The max Roll or Pitch would be 8 to 12 degrees. 2 or 3 degrees of pitch per each throttle setting (there are 4 speeds in each direction), and 8 to 12 degrees Roll in either direction with full wheel turn.
Title: Re: Pilot tool: Yoke
Post by: macmacnick on May 26, 2014, 01:43:46 am
90 degree spire using bugged chute vent: world seems sideways... Result: Shish-Kebob. "Anyone up for some Calamari and Fish on a stick?"
Spire ram would be hilarious, especially with buffed balloon.
Title: Re: Pilot tool: Yoke
Post by: Milevan Faent on May 26, 2014, 02:00:14 am
90 degree spire using bugged chute vent: world seems sideways... Result: Shish-Kebob. "Anyone up for some Calamari and Fish on a stick?"
Spire ram would be hilarious, especially with buffed balloon.

You need to read the post right above yours. The degrees that you can adjust the ship by are small.
Title: Re: Pilot tool: Yoke
Post by: Tanya Phenole on May 26, 2014, 02:09:32 am
And how you are going to explain this from the vision of airship's physics?

these are battle airships, flexible fixation to baloon simply makes crw blown out with every wind
 

Title: Re: Pilot tool: Yoke
Post by: Crafeksterty on May 26, 2014, 02:41:35 am
90 degree spire using bugged chute vent: world seems sideways... Result: Shish-Kebob. "Anyone up for some Calamari and Fish on a stick?"
Spire ram would be hilarious, especially with buffed balloon.

You need to read the post right above yours. The degrees that you can adjust the ship by are small.

Still would be pretty hilarious.

I really support this yoke tool, the question is if the game allows this. And how easy does this allow it.
It wont affect anything inside the ship ofcourse, but do we know for sure?

It would still be funny from a spectator view seeing a spire Divekicking. With 8-12 degrees, i hope the distance is noticable :P
Title: Re: Pilot tool: Yoke
Post by: Richard LeMoon on May 26, 2014, 03:07:57 am
I actually got this idea while playing with W/S in ship view, so you could see for yourself what 8-12 degrees pitch looks like.
Title: Re: Pilot tool: Yoke
Post by: Deltajugg on May 26, 2014, 07:32:21 am
As much as the idea seems cool (can't really say necessary for the game, but still cool), are you even able to do these things with an Airship? How are you supposed to Roll with a ship that flies because of a balloon attached with ropes to a piece of swinging metal? I'm not really good at this stuff, but even to me it seems like airships and planes work a little bit different, and the rules you imply on adding are only applicable for fixed-wing type of aircraft, are they not?
Title: Re: Pilot tool: Yoke
Post by: Caprontos on May 26, 2014, 11:04:55 am
As much as the idea seems cool (can't really say necessary for the game, but still cool), are you even able to do these things with an Airship? How are you supposed to Roll with a ship that flies because of a balloon attached with ropes to a piece of swinging metal? I'm not really good at this stuff, but even to me it seems like airships and planes work a little bit different, and the rules you imply on adding are only applicable for fixed-wing type of aircraft, are they not?

Well I don't really know I assume it would work like..

The balloon has several compartments... putting more air in one and less in another could make it lopsided.

Anyway I like the concept of the tool but I don't know if I like it in practice.. because being able to do this changes combat quite a bit.. as gun arcs are a lot different to experienced captains.. which maybe a bit op depending how it works out..

Also does tilted ship force the ship then to fly in that direction? Like if I am tiled forward, do I fly down because the ship is tilled down and the engines are thus pushing me toward the ground?

Title: Re: Pilot tool: Yoke
Post by: Richard LeMoon on May 26, 2014, 11:43:19 am
As per the controls, shifting ballast (http://en.wikipedia.org/wiki/Ballast) or ballonets (http://en.wikipedia.org/wiki/Ballonets) would easily do this. An airplane uses control surfaces to do this. An airship (or naval ship for that matter) just has to shift its weight.

While you are using this tool, your engines shut off, so you lose all standard controls. Turing the tool off would reset your Throttle control to Zero as your ship leveled itself. If you reengage the engines before the ship has fully leveled (in about 2 seconds), your ship will be pushed up or down a bit as well as the normal forward and back (more with kero/moonshine). So, yes, you would move in the direction you are pitched.  Since this is only 8-12 degrees for less than two seconds, the effect would not be extreme. This is why it would have more of an effect on high acceleration ships. Roll would have no effect on normal throttle.

'Feathering' the tool with kero or moonshine to get a sustained dive would be possible, though sort of a pain due to the self-leveling and throttle resets. Could likely get a sustained dive of 4-6 degrees. Definitely a higher pilot skill to learn.
Title: Re: Pilot tool: Yoke
Post by: Hillerton [PC] on May 26, 2014, 11:59:55 am
Just popping by to say, it might be a really cool idea (it is) but it would really mess up the game-play. Currently playing with height is the only way to limit a sniper (if they hang in the right area). Having a tool like this that would allow for extra arc on guns like merc and artemis could be really bad. Unless enforcing some high damage like kersonin or moon shin where instead it might become useless...

Feels like it would be a hard thing to implement in a good fashion if you ask me:S
Title: Re: Pilot tool: Yoke
Post by: Richard LeMoon on May 26, 2014, 02:11:54 pm
Adding anything will mess up the current gameplay. Adding ships did. Adding new tools did. Adding new guns did. Adding new ammo did and will. People adapt, and find the new best way to play. The arc difference is not really different than using balloon tools, but with the negative effect of not being able to steer your ship.

Since you are not actually using your engines to shift position, damaging engines would not really make much sense.

If it would be too hard to implement codewise, I would not bother. But it would be a fun thing to try out and tweak.
Title: Re: Pilot tool: Yoke
Post by: macmacnick on May 26, 2014, 02:33:20 pm
Richard, ships already tip to an extent when going up/down and forwards

Title: Re: Pilot tool: Yoke
Post by: Richard LeMoon on May 26, 2014, 02:41:36 pm
I know. I just don't know if it is relatively simple to convert that to player controls via a pilot tool. The tilt is only a degree or so.