Forums » Suggestions

three dimensional movement

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Jun 17, 2005 Omnifarious link
That sounds good, and I don't think it would clutter if it were fairly faint, and it solves the 'moving sideways' issue I had with what I thought esromneb was saying.

I was all set to make up some slides showing what I meant, but I think the pitch ladder idea is self explanatory enough that it doesn't need that. :-)

You'd need dual pitch ladders (hoirzontal and vertical) though.
Jun 17, 2005 Phaserlight link
I had the same thought Omnifarous, but after I thought about it some more I realized you would actually only need one pitch ladder :).

Think about it; you are measuring the angle between the direction you are looking and the direction you are moving. This is a single value, so one pitch ladder should be all that's required.

How would this work? If you can think in 360 degree vision, the pitch ladder would form a ring around the ship, connecting the direction of motion to the center of the player's screen. So the pitch ladder would always run through the center of the screen, but it would be angled toward the direction of motion.

Make sense? If not I'll try to make a mock-up to show what I mean.
Jun 17, 2005 Omnifarious link
I should've thought of that! Yes, it makes excellent sense. Even less clutter, _and_ easier to understand.
Jun 19, 2005 esromneb link
I love the laddar, but there is a problem. You want the laddar to be faint, but the more faint it is, the bigger it should be, so you can see it combat. Problem is that the energy/speed bars are sorta in the way. How big are we talking here?

I think you should be able to set transparency of the ladder (or everything) in the menu.

Also: there should be colored ticks at 0 degrees (forward) 90 (perpendic) and 180 (Backwards).
Jun 19, 2005 Phaserlight link
Lol we are on the same wavelength, omnifarous and esromneb I swear I was just thinking the same thing the other day.

I was wondering if perhaps in physics mode the energy/speed bars could be somehow relocated so as not to get in the way of the ladder.

Problem is, energy and speed are very important info, and you need to be able to see those at a glance while in a dogfight.
Jun 19, 2005 The Noid link
The ladder only has to be visible in the center of the hud, between the energy and speed bars. And it doesn't have to be very wide,

Basicly the same as it is in the hud of an F16.
Jun 22, 2005 esromneb link
bump...any devs have input

P.S: if you are a dev and have already posted, I'm sorry, I'm too n00b
Feb 13, 2006 Phaserlight link
*bump*

in response to a recent similar thread:
http://www.vendetta-online.com/x/msgboard/3/12834

This has been suggested many many times, this thread is my favorite. Any chance we could get it added to the "Read Before..." sticky list of doom?
Feb 14, 2006 Cunjo link
doom on you, sah...
Feb 15, 2006 evilneko link
Probably because it's a good idea.
I was rather disappointed that I didn't have a way to determine the direction my ship was travelling, other than the space dust.
Terminus uses a simple little green box that moves around the screen, and becomes an asterisk when your vector is out of view. Turn the ship toward it, and it becomes a box again when your facing comes close enough to it. I'd be happy with just that.
Feb 16, 2006 toshiro link
I am for it, but only on ships that have (roughly) the size and agility of the behemoth or larger/more sluggish.

Up to the ragnarok, it is easy to just quickly entirely halt your movement, or force a new direction by pointing the ship where you want it to go and hit the turbo key.

Larger ships (especially when loaded with stuff) take much longer to both turn and de-/accelerate. You need more information to plot a safe flight path, therefor attitude indicators would make sense.
Feb 16, 2006 terribleCabbage link
I'm a supporter of the pitch indicator as a modular part of the HUD, though I wouldn't seeing a mockup to make sure I've got the right idea in my head. ;)