SmoothPhysics

Plane or automobile-like movement in most regards.

Assumption: appropriate parameters take into account the Craft's current speed at any point to determine scaling of these parameters (vessels that are just beginning to move are less manueverable than vessels at their maximum speed).

Hardcoded behavior for Colony GameObjects when a ColonizingBeam or ColonizerPod ordnance ends: causes the unit to circle the planet and shrink in size and eventually disappear within it and decommission. The amount of crew on the Colony at the end of colonization is the amount of crew that the Planet will gain. Note that the Colony does not actually transfer its crew. Only one Colony Craft can colonize the same Planet at a time.

physics = "smooth"

Stock ODF Commands

forwardAccel

Float, Default:

The Craft's forward acceleration (how quickly the Craft speeds up).

This parameter scales with combatSpeed.

forwardaccel = 0.2

backwardAccel

Float, Default:

The Craft's deceleration (how quickly the Craft slows), as a fraction of forwardAccel. This parameter scales with combatSpeed.

Note, if you move a short distance and this value is large, causes forwardAccel to not be used (jumps immediately to impulse or combatSpeed).

Note, when set to zero, the Craft will be unable to move straight forward initially. If given a movement command which causes the Craft to turn, it will begin moving and pick up speed. After doing so, the vessel can never stop, and will circle the target destination indefinitely. Small values approach this behavior when the Craft is given a stop command, such that Craft will have to keep circling the target as they slow down to stop.

backwardaccel = 4

turnOmega

Float, Default:

The maximum turn rate of the Craft, normalized to 1 (1 = 360 degrees per second).

This parameter scales with combatSpeed.

turnomega = 0.145

turnAlpha

Float, Default:

The acceleration or deceleration for turnOmega, normalized to 1 (and scaled with turnOmega). A larger value means the Craft reaches turnOmega and decelerates from it more quickly.

This parameter scales with combatSpeed.

turnomega = 0.145

pitchOmega

Float, Default:

The maximum pitch rate of the Craft, normalized to 1 (1 = 360 degrees per second). Pitch is used for up / down motion during combat and 3D axis movement.

This parameter scales with combatSpeed.

pitchAlpha

Float, Default:

The acceleration or deceleration for pitchOmega, normalized to 1 (and scaled with pitchOmega). A larger value means the Craft reaches pitchOmega and decelerates from it more quickly.

This parameter scales with combatSpeed.

pitchOmegaFractionAtRest *

Float, Default:

Non-functional???

Dev comments: How car-like this is.  0 means can't turn without moving, like a car. 1 means turns fully even when still, more like a spaceship.

pitchAlphaFractionAtRest *

Float, Default:

Non-functional???

Dev comments: How car-like this is.  0 means can't turn without moving, like a car. 1 means turns fully even when still, more like a spaceship.

pitchDefault

Float, Default: 0

Determines what the upward pitch of the Craft should be in degrees, when not moving or attacking (1.0 = 1 degree).

In Stock Armada II, the Species 8472 Mother has pitchDefault = 90 so that it stands upright when not moving.

pitchDefaultSpeed

Float, Default:

Determines the speed at which the Craft returns to pitchDefault when it is not attacking or moving.

PitchDefaultSpeed = 0 causes the Craft to remain at its last pitch until ordered to move or attack.

pitchdefaultspeed = 0.5

rollCoupling

Float, Default:

Determines how much the Craft rolls along its axis as it turns (1.0 = 10 degrees of roll).

RollCoupling = 0 eliminates any roll.

Values that are too large will cause the Craft to tip over as it performs sharp turns.

rollcoupling = 5

turnOmegaFractionAtRest *

Float, Default:

Non-functional???

Dev comments: How car-like this is.  0 means can't turn without moving, like a car. 1 means turns fully even when still, more like a spaceship.

turnAlphaFractionAtRest *

Float, Default:

Non-functional???

Dev comments: How car-like this is.  0 means can't turn without moving, like a car. 1 means turns fully even when still, more like a spaceship.

turnControlSquared

Integer, Default: 0

Determines what damping function is applied to the Craft as it begins damping (determined by turnControlAngle). A value of 1 squares the function, resulting in greater damping.

Note that values larger than 1 are treated as equal to 1.

turnControlAngle

Integer?, Default:

Determines when the Craft begins damping as it turns to face its target destination. When damping begins appears to be calculated by the following equation: (turnControlAngle / 360) * angle between Craft starting orientation to its final orientation to the target.

Consequently, larger values cause dampening earlier in a turn, which results in greater overall dampening.

turncontrolangle = 20

forwardControlDistance *

Integer?, Default:

Determines when the Craft begins damping its deceleration as it approaches its target destination. Larger values cause the Craft to begin decelerating well before the target...

***haven't yet figured out the equation: appears to interact with tooCloseToTurn.

forwardcontroldistance = 70