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Prevent engine pips from affecting roll and yaw #685

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jonathandavis
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146264928-724694c7-33af-4ff7-9ddb-fde736efe3e6

EDSY currently displays the correct speeds for Roll and Pitch, which should not be affected by ENG pips according to the current behavior of the game.

Thrust and Pitch speeds are modified by ENG pips.

@felixlinker
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Closes #634

@felixlinker
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Hi Jonathan and thanks for doing some research here! I was told about this earlier, too, hence I opened #634 but wasn't informed about how it's supposed to work.

However, I'm not quite happy with the changes in code you propose. The problem is with overwriting the eng value in code but keeping it as a parameter. I would drop it from the respective calculations and pass a constant 0 to the calculation functions. We should just double check if these functions are looped somwhere, i.e., a consistent interface is assumed.

Happy to do these changes myself!

@jonathandavis
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I can make the changes. It appeared safer to change the data than change the interfaces as I hadn’t traced all calls to those calc functions and we don’t know if they will be needed in the future should Fdev make a change back.

@felixlinker
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Would be great if you could change the interface!

@felixlinker
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Follow-up question: Do you know how boost and pips work? Does boost affect roll and yaw?

@jonathandavis
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I can’t clearly recall. My best recollection from the research I did, boost does affect roll and yaw. I don’t think it makes much sense for it to.

It’s probably best to find confirmation or test directly. I can do that tomorrow.

@felixlinker
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felixlinker commented Jan 5, 2022

I yesterday tested that boost definitely affects roll rate (rolled about twice as fast as when remaining stationary). Question now remains:

  • Does speed influence it? (After all, it might be a blue-zone related thing.)
  • If it's the boost multiplier, does roll only get affected by the boost multiplier or if boosting both by pips and by boost?

@jdatapple
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I've enlisted help from the squadron to help test these and get conclusive in-game data.

@Sid127
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Sid127 commented Oct 1, 2022

@jdatapple have you been able to find anything solid by now?

@Sid127
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Sid127 commented Oct 6, 2022

from my own testing:
pips don't affect standing roll, pitch, or yaw. (on most ships)
speed, which is also affected by pips, affects all three. all 3 are highest in the blue zone

However, I did notice an oddity where setting the same speed on 4 pips and 0 pips didn't lead to the same pitch rate, with the 4 pips one having a slower pitch since the speed was below the blue zone in 4 pips, while it was in the blue zone in 0 pips. I did not test the same for roll and yaw but it would be safe to say they hold true.

I performed an additional test by setting the speed once and not modifying it, only modifying the pips. The 4 pip pitch rate was noticeably faster than 0 pips. Again, I did not test for roll and yaw but it would be safe to say they hold true.

I did test boost, but my tests were inconclusive. Though it did seem like pitch, yaw, and roll were the fastest they could be for the duration of the boost

@felixlinker
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@Sid127 After your tests, what do you think about this PR?

@Sid127
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Sid127 commented Nov 26, 2022

I'm still unsure about how this works, if I'm being honest. My data was rather inconclusive, though from what I can see, PIPs DO affect roll, and yaw if the ship velocity is the same across pips.

@felixlinker
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Let's wait for more data/tests then. It's often times a good rule of thumb to do what edsy does as taleden is very good at the ED-numbers game.

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4 participants