
| Mara's Controls | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Star Fury Advanced
Control Configurations page
Key to Figures and Diagrams:
The StarFury's onboard computer compliments the pilot by maintaining relative courses even through complex maneuvers. This means that it would be almost impossible to become totally disoriented. (Like spinning out of control) To do this, the computer compensates for certain movements by applying counter-thrusts at the appropriate times to stop a relative movement. A graphical representation of how this is accomplished follows:
Pros: This method of control enables easier logical control of the StarFury. It also prevents the pilot from getting out of control by using too many thruster movements, and not being able to counteract the correct movements to come to a relative stop. A good idea for beginning maneuvers. Cons: This method does not allow for
the more precise movements involved in precision flying
and docking. Here are some of the keys that I feel need to be in the game:
Upon pressing and holding the so called Manual Control Key, the computer releases its hold upon the movement cancellation technique, allowing for more complex and finer maneuvering. This feature might be used as a permanent option for players that think they have the controls down to a science... An option perhaps? Here is the same motion cancellation diagram as before, however, this assumes that the Manual Control Key is held down.
Pros: Basically the same as with the Auto Cancellation theory, in reverse. This actually allows the pilot to fine-tune his movements. Cons: Could get confusing when
performing very complex maneuvers. Possibility of getting
disoriented or out of control. Fury Rotation assumes that the Translation / Rotation curve is set to 0 translation, full rotation. (see Rotation/Translation Curve) Whatever the initial motion is, these movements will simply rotate the craft relative to the pilot's point of view, in no way changing the initial motion. This is because the thrusts are equally balanced, in opposite directions. (See Law of Conservation of Momentum for further reference) In the following diagrams, the Joystick movement represents the Intended rotation, while the StarFury graphic represents what is actually happening. Red arrows represent Initial Joystick movement, Blue represents computer cancellation while the joystick is being centered again (not shown, but the blue vectors would just be opposite the red ones on the same engines...). This assumes that the Manual Control Toggle key is not pressed. The forward and backward labels in the Figure below indicate a nose-down and nose-up motion respectively. These should be able to be reversed in an option menu, to accommodate a pilots taste. (Front = nose-down OR nose-up, user set)
Setback: This control configuration limits direct control of the StarFury to only Y and Z rotational movements only. Neglected from the above figure are the X rotational controls. This set of movements should optimally be Throttle mounted, or secondly, keyboard located. Another option is to include them in the Left / Right Hat movements on the Joystick itself. Whatever the final decision, this should be user customizable. (See Custom Config) Here is a simple case demonstrating the Clockwise and Counter-Clockwise Rotations along the X axis using two pre-setup keyboard keys.
Fury Translation assumes that the Translation / Rotation curve is set to 0 rotation, full translation. (see Rotation/Translation Curve) These movements are lateral motions (side-to-side) and will be cancelled out unless the Manual Control Toggle is active. In this Figure, Up refers to 'lowering' in position relative to the pilot, while Down refers to 'raising' in relation to the original position. These default motions should be able to be reversed in an options menu in the game for the convenience of the pilot. ( Front = 'raise' OR 'lower')
Once again, I have neglected the most important translational movement, simply because it does not fit into the Joystick model very effectively: X Translation. In other words, forward and reverse thrust. These particular motions are primarily 'up for grabs' as far as location is concerned. Certainly, I can think of at least four places to conveniently place these controls.
The Rotation / Translation curve is a gauge that defines the difference between a rotation and a translation. The curve is a way that provides a pilot with just a single Joystick to use it for a combination of Rotational and Translational movements, without needing an additional Joystick or Throttle. (Although that would be nice) The curve is the deciding factor in determining when the Joystick is moved, what thrusts actually get applied. It is also useful to enable the pilot to perform Rotational and Translational movements with a single movement of the Joystick. The curve is a hyperbola in which the end bounds (usually infinity) are set at a predetermined rate, which I shall from here out call 'full', indicating full power output of the thrusters, in various combinations. The total power spent doing any single maneuver can never exceed 'full' since that would be the StarFury's maximum power output level. Along the x-axis of the graph is the power distributed to translational movements. Along the y-axis is the power spent on rotational movements. All along the curve, the power output equals 'full', whether it be 'full' rotation, translation, or some combination of both. If the 'power indicator', a gauge set by the pilot, is at the zero point on the translational axis, then all power is distributed to rotational movements, and any Joystick movements would cause point-rotation. On the other hand, if the power indicator is set at 'full' on the translational axis, then all the power is distributed into translational movements, with Joystick movements indicating slide-translations, with no rotation. If the power indicator, is set somewhere in-between, then Joystick movements cause a combination of rotational and translational movement. The closer the gauge is to one end of the curve or the other, the more translation / rotation, your StarFury will receive during your Joystick maneuver.
The optimal controls for this setup would be to use a Throttle control to slide the power indicator 'up' or 'down' the curve. Alternates for this setup would be two keyboard controls for increasing / decreasing the power indicator. Pros: Allows a pilot to easily determine the type of flight model to use, "on the fly." If the pilot desires his craft to behave like an atmospheric-bound ship he can easily move the Rotational / Translational curve up to almost full translation. If he wants his ship to behave as in a vacuum, then the pilot moves the curve toward rotation. This also allow one joystick to essentially function as two. Cons:
This setup, (with only one Joystick for Rotation and
Translation) is limited to combinations of Rotation and
Translation witch coincide to a single Joystick
direction. In other words, it becomes impossible to slide
right, while rotating left. A simple, yet also limited
compromise, is to also include the translation controls
on the Joystick Hat. Your StarFury would then be able to
perform a limited number of opposite-end maneuvers at
once. (Limited to the 4, or 8 Hat directions.) These options would be available under a universal game configuration setup.
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