Im kind of curious, but in T1 when it came to the physics, were they .. realistic values? I guess like on a descent, were you (if skiing) having 0 friction, plus your mass of your armor and your velocity initial + gravity acceleration? I mean I know it was a flight sim engine.
Did we ever see the actual physics model used in Tribes?
If that was the case then it would be safe to say that all the jetpacks were the same vector velocity, but if you had a heavier mass (HO) going at a faster speed , it would be harder to control?
I wonder if they inputted like actual real world values .. like 9.8 for gravity on frictionless incline and each of the armors had a mass. I would think if they did aside from graphical feel of an engine (FoV for instance makes a user subjectively feel they can be going faster/slower) it shouldnt be too hard to replicate.
Mid morning musings
Did we ever see the actual physics model used in Tribes?
If that was the case then it would be safe to say that all the jetpacks were the same vector velocity, but if you had a heavier mass (HO) going at a faster speed , it would be harder to control?
I wonder if they inputted like actual real world values .. like 9.8 for gravity on frictionless incline and each of the armors had a mass. I would think if they did aside from graphical feel of an engine (FoV for instance makes a user subjectively feel they can be going faster/slower) it shouldnt be too hard to replicate.
Mid morning musings