' Wrote:Yes they did think about it. the goal was to make an extremely playable game & they succeeded in spades as evidenced by the fact that we are all here now still playing the game. Simply put, there are & always will be aspects of the game that are unrealistic, but hey, that's the choices they made.
' Wrote:What that guy above me said. Freelancer was never designed to be a science based simulation. It's not a simulation, it's much closer to a first person shooter than any kind of realistic physics model.
Physics is my major, so originally the mechanics of the game bothered me like crazy. Anything from the scale of planets relative to the sun, objects being completely static, asteroids that don't move, screwy propulsion mechanics... the list is endless. Then I tried to play a simulation where these things were accurate... anyone hear of Celestia? Look it up! (It's open source.)
Sure the game has screwy propulsion. If you don't use e-kill, why does thrust only make you go fast while you're thrusting? Holding down tab should give you a constant acceleration, and your velocity wouldn't be capped ( except at the speed of light...). Subsequently letting go of tab wouldn't make your ship stop. That's newton's first law.
Implementing orbits is not feasible, at least on these scales... The reality is, no one wants to spend a significant amount of time in a holmann transfer orbit just to travel from base to base. In terms of planets and bases orbiting the sun and planets/moons respectively, it might be interesting if we make the periods of the orbits extremely slow. I don't really know if that's technically possible to mod. It's good enough for me that the infocards mention orbit. I would like to see a base say that it's at a Lagrange point :)
Anyway, I suppose I should say something about "Jumpholes." I don't understand them. From the description they sound like wormholes, but only bend space time very close to the event horizon... and why do none of them lead to open space? They all conveniently seem to reach another star system. :laugh:
It helps to not think about these things scientifically... FL physics is oorp much.
The current inter-system JH is a single SP hole. As are most of the JHs you use in SP, which were only added to speed up missions. Like the sigma-13->NB JH of the Magellan->Leeds JH. Ever notice how there is always a conveniently close JH when you're playing SP? Or there are two JHs to the same system. It would be very hard to balance another inter-system JH without increasing powertrading.
I guess you could say they are a rift in time-space.
Eg. Tachyon is hypothetical particle that travels faster than speed of light, so discharging said beam negates time-space as faster than speed of light is impossible thus causing a rift to prevent creating a paradox. As just merely being a rift makes it an absence of matter, it has no gravitational pull. Ok, one helluva stretch on top of massive insomnia. (Would be kinda funny if you took a JH and landed in the same spot you docked, just hundreds of years earlier)
//Seriously though, if a wormhole IS in fact two Black Holes joined at the singularity, then a cross-system JH, Eg. NY->NY = Divide by Zero.
EDIT: Save the Universe, trade in your Tachyon guns!