07-09-2014, 06:34 PM

It's amazing that Xonotic is such an ambitious game which implements vehicles. But if you are familiar with UT, Halo series (I don't use BF as example because it's not a SF game), you will easily find that Xonotic's vehicles feel clumsy. The mechanics don't feel as what it is supposed to be. In fact, there exists a solution. For instance:

I think hover vehicles in Xonotics maintain a constant hovering height, that's why it shakes a lot when moving on complex terrains. It does not feel like an "air cushion". This can be solved like this:

Suppose the distance between the vehicle's bottom and the terrain is h, the air cushion force (F) that holds the vehicle satisfies the following equation

F=K1*1/h-K2*dh/dt

The first term is in inverse proportional to the height, which controls the hovering height at steady state. The second one is proportional to the time derivative (the vertical speed) of the height, which serves as a "damping factor". This will create an "air cushion" feeling.

Besides, for other non-hover vehicles, such as tank and mech, the damping term could also be implemented to simulate the suspension.

One more thing: when driving a vehicle (hover craft for example), my crosshair is always blocked by the vehicle's body. Could increase the height of the viewpoint to solve this problem.

I think hover vehicles in Xonotics maintain a constant hovering height, that's why it shakes a lot when moving on complex terrains. It does not feel like an "air cushion". This can be solved like this:

Suppose the distance between the vehicle's bottom and the terrain is h, the air cushion force (F) that holds the vehicle satisfies the following equation

F=K1*1/h-K2*dh/dt

The first term is in inverse proportional to the height, which controls the hovering height at steady state. The second one is proportional to the time derivative (the vertical speed) of the height, which serves as a "damping factor". This will create an "air cushion" feeling.

Besides, for other non-hover vehicles, such as tank and mech, the damping term could also be implemented to simulate the suspension.

One more thing: when driving a vehicle (hover craft for example), my crosshair is always blocked by the vehicle's body. Could increase the height of the viewpoint to solve this problem.