rotation assist update


Rotation assist now has 4 modes. THese modes are accessible from the options menu "other ship settings". 

- all axis independent : each rotation axis will self-stabilize when no input is given to that axis. 

-roll axis independent : the roll axis will self-stabilize when no roll input is given, pitch and yaw will stabilize when no rotation input is given. 

- roll only : only the roll axis will self-stabilize, pitch and yaw do not stabilize. 

- all axis dependent : no stabilization will occur while any rotation input is given, all axis stabilize when no rotation input is given. 


Rotation assist algorithms for weights connected have slight rework. Part 2 of this update may have more rework of the rotation assist algorithms, although i have not decided on the desired ultimate result. stabilizing rotation with weights connected is already a thrust intensive exercise and some of the "instability" (for example pulsing thrust rather than constant thrust) is likeable, so I may set it up with a few options for the player to choose from,, mostly which would be for visual entertainment rather than particularly important for gameplay. 

The "other ship settings" menu from the main menu screens was having some ill effects on player saved settings as a result of a mistake I made in planning the menu,, it now is stable and accurately represents those settings saved from the vehicles pause menu and will not erroneously change the settings without player knowledge. 

the "rubber ducky" gimbal is now on a frame filter to smooth out it's motion. This should not terribly affect player reaction times, although it is possible (because this filter is in the update function, and not the fixed update) that particularly slow computers or particularly fast computers will see a different result than I do. I may put this filter as a setting for mostly visual purposes, although when the gimbal moves a bit faster it is true that the vehicle is a tad bit more responsive. This should not really impact gameplay as the mass of the vehicle stabilizes rotation rates down to an amount of delay that a small delay added as a result of the gimbal moving into position does not really reduce the players ability to navigate the course, although it may be something players just "prefer" for comfort. This would also be a part2 addition. I considered moving this filter to the fixed update, however I am tracking player input in the primary update as well as moving the gimbal in the primary update, therefore i do not want a sluggish input response ,, I would rather the input be responsive and the vehicle itself need to visibly respond similar to how a realistic machine does. 

part 2 expectations: Not much really,, part 2 will be focused on making sure everything is consistent across all vehicles, and making sure that if the player will be unhappy with some things that COULD be a setting, they are one. I also experimented with some graphics settings although I do not plan to work on graphics in the near future. It is POSSIBLE that I will include another vehicle test in part 2, which would be similar to the rubber ducky test, and similarly a gimbal rocket with rcs for roll only, but in a lander format with landing legs, and in lunar gravity. I may consider putting one in earth gravity and trying to set up unity for "earthlike air friction" although I would have to learn all about that from the beginning, while there is just no friction on the moon so easy to include without concerning myself with accurate resistance. 

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ace-racers-sp 10 GB
Version 20 Dec 24, 2023

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