Orbital mechanics and Newtonian physics
Posted: Wed Oct 07, 2020 6:35 pm
been scouring your steam, and Kickstarter pages for anything on this but haven't found anything besides your brief blips about having Newtonian physics present in the game and a short top down 2d clip of it.
the question I have is how do you plan to implement transferring from body to body? it is going to be a point and click adventure based upon the fuel and mass of a spacecraft determining the time of arrival or is there going to be proper orbital mechanics taking into account the mass of local bodies and the ability to plot our own courses within the limits of our crafts starting from the basic burn and wait for arrival of chemical rockets, to the quicker constant burn until half way and then flip and deceleration burn you'd use if you had something like a fusion engine.
also the second question I have regarding your Newtonian implementation is combat regarding your top down 2d clip. is that our combat? is it only in a 2D space or is combat going to be in a proper 3d environment?
the question I have is how do you plan to implement transferring from body to body? it is going to be a point and click adventure based upon the fuel and mass of a spacecraft determining the time of arrival or is there going to be proper orbital mechanics taking into account the mass of local bodies and the ability to plot our own courses within the limits of our crafts starting from the basic burn and wait for arrival of chemical rockets, to the quicker constant burn until half way and then flip and deceleration burn you'd use if you had something like a fusion engine.
also the second question I have regarding your Newtonian implementation is combat regarding your top down 2d clip. is that our combat? is it only in a 2D space or is combat going to be in a proper 3d environment?