History Main / SpaceFriction

8th Aug '16 8:23:11 PM AnimeSunglasses
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* ''Series/BabylonFive'' portrays spaceships moving realistically according to Newtonian physics, with ''Babylon 5'' even showing damaged vessels with no engines gliding helplessly out of range of help. Ships with gravity-based technology can move in a more ''Franchise/StarTrek'' or ''Film/StarWars'' manner; watch the ''White Stars'' dart around the comparatively lumbering Earthforce Omega Destroyers which, having no gravity-based technology, maneuver far, far more like spacecraft we have today.

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* ''Series/BabylonFive'' portrays spaceships moving realistically according to Newtonian physics, with ''Babylon 5'' even showing damaged vessels with no engines gliding helplessly out of range of help. Ships with gravity-based technology can move in a more ''Franchise/StarTrek'' or ''Film/StarWars'' manner; watch the ''White Stars'' dart around the comparatively lumbering Earthforce Omega Destroyers which, having no gravity-based technology, maneuver far, far more like spacecraft we have today.
24th Jul '16 2:08:28 PM Morgenthaler
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* Averted to hell and back in the 2000 space combat/trading [[NintendoHard simulator-with]]-a-[[HardCore capital-SIMULATOR]] ''{{Terminus}}''. The game uses painfully realistic physics -- to the point where the ''extremely'' common fate of new players is to simply have to quit and restart, because they are drifting endlessly through the infinite emptiness of space, having burned just ''slightly'' too much fuel on an earlier acceleration or correction.

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* Averted to hell and back in the 2000 space combat/trading [[NintendoHard simulator-with]]-a-[[HardCore capital-SIMULATOR]] ''{{Terminus}}''.''VideoGame/{{Terminus}}''. The game uses painfully realistic physics -- to the point where the ''extremely'' common fate of new players is to simply have to quit and restart, because they are drifting endlessly through the infinite emptiness of space, having burned just ''slightly'' too much fuel on an earlier acceleration or correction.
7th May '16 4:52:01 AM Phred
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* ''VideoGame/AffordableSpaceAdventures'' doesn't have any genuine space travel, but the Small Craft is equipped with an anti gravity system that is paired with a Decelerator, a device that serves to create artificial Space Friction to cause the Small Craft to slow down to a stop when thrust stops. The Decelerator can simply be turned off if one wants to continue moving even after cutting the thrust.
29th Apr '16 7:47:30 AM REV6Pilot
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* In ''Videogame/SpaceEngineers'', friction is completely absent bar a minuscule amount at very low speeds to prevent objects from endlessly drifting. In order for a spaceship to have full control, it needs thrusters on all six faces (forward/reverse/left/right/up/down) and a gyroscope for rotation; lacking a axis means the ship must rotate to bring a thruster to bear in order to cancel out velocity in that direction. Smae goes for ''VideoGame/EmpyrionGalacticSurvival''.

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* In ''Videogame/SpaceEngineers'', friction is completely absent bar a minuscule amount at very low speeds to prevent objects from endlessly drifting. In order for a spaceship to have full control, it needs thrusters on all six faces (forward/reverse/left/right/up/down) and a gyroscope for rotation; lacking a axis means the ship must rotate to bring a thruster to bear in order to cancel out velocity in that direction. Smae Same goes for ''VideoGame/EmpyrionGalacticSurvival''.
29th Apr '16 7:47:11 AM REV6Pilot
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* In ''Videogame/SpaceEngineers'', friction is completely absent bar a minuscule amount at very low speeds to prevent objects from endlessly drifting. In order for a spaceship to have full control, it needs thrusters on all six faces (forward/reverse/left/right/up/down) and a gyroscope for rotation; lacking a axis means the ship must rotate to bring a thruster to bear in order to cancel out velocity in that direction.

to:

* In ''Videogame/SpaceEngineers'', friction is completely absent bar a minuscule amount at very low speeds to prevent objects from endlessly drifting. In order for a spaceship to have full control, it needs thrusters on all six faces (forward/reverse/left/right/up/down) and a gyroscope for rotation; lacking a axis means the ship must rotate to bring a thruster to bear in order to cancel out velocity in that direction. Smae goes for ''VideoGame/EmpyrionGalacticSurvival''.
5th Mar '16 8:22:38 AM Morgenthaler
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* One episode of ''{{Space 1999}}'' even showed one of the Eagle ships ''rocking in space''.

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* One episode of ''{{Space ''Series/{{Space 1999}}'' even showed one of the Eagle ships ''rocking in space''.



* ''LiveActionTV/{{Firefly}}'': "Out of Gas" has the ship come to an apparent "stop" when it runs out of fuel, which is actually the result of the setting's curious interplanetary drive system losing power. [[note]]The ship's drives actually mess with gravity and inertia, effectively removing it temporarily to let the ship move and maneuver at incredible speeds, and losing power causes the inertia to reassert itself and the ship to slow to a crawl. [[AllThereInTheManual None of this is actually remarked on in the show.]][[/note]]

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* ''LiveActionTV/{{Firefly}}'': ''Series/{{Firefly}}'': "Out of Gas" has the ship come to an apparent "stop" when it runs out of fuel, which is actually the result of the setting's curious interplanetary drive system losing power. [[note]]The ship's drives actually mess with gravity and inertia, effectively removing it temporarily to let the ship move and maneuver at incredible speeds, and losing power causes the inertia to reassert itself and the ship to slow to a crawl. [[AllThereInTheManual None of this is actually remarked on in the show.]][[/note]]
22nd Feb '16 7:40:23 AM billybobfred
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* ''VideoGame/CometBusters'' inherits this from ''VideoGame/{{Asteroids}}'', and goes one further by letting the "Disruptor" special ability act as a brake. The manual {{handwave}}s all this as an effect of "solar winds".

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* ''VideoGame/CometBusters'' inherits [[FollowTheLeader inherits]] this from ''VideoGame/{{Asteroids}}'', and goes one further by letting the "Disruptor" special ability act as a brake. The manual {{handwave}}s all this as an effect of "solar winds".
22nd Feb '16 7:40:05 AM billybobfred
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* ''VideoGame/CometBusters'' inherits this from ''VideoGame/{{Asteroids}}'', and goes one further by letting the "Disruptor" special ability act as a brake. The manual {{handwave}}s all this as an effect of "solar winds".
2nd Feb '16 11:46:33 AM DarkHunter
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* The ''VideoGame/FreeSpace'' video game series. Not that it's fun trying to chase after a ship that suddenly became disabled when it was on its afterburner. Besides, you've got to worry about that [[InsurmountableWaistHeightFence invisible barrier]] [[SciFiWritersHaveNoSenseOfScale 150km away]] from your starting position that causes you to "collide with yourself" and blow up.
** The [=FSOpen=] project actually implemented real-world physics at one point: more as a proof-of-concept thing than anything else. After all, the engine was designed around {{Old School Dogfight}}ing, so playing with "Newtonian physics" completely broke the AI and all game balance.

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* The ''VideoGame/FreeSpace'' video game series. Not that it's series.
** It's just not
fun trying to chase after a ship that suddenly became disabled when it was on its afterburner. Besides, you've got to worry about that [[InsurmountableWaistHeightFence invisible barrier]] [[SciFiWritersHaveNoSenseOfScale 150km away]] from your starting position that causes you to "collide with yourself" and blow up.
** The [=FSOpen=] project actually implemented real-world physics at one point: more as a proof-of-concept thing than anything else. After all, the engine was designed around {{Old School Dogfight}}ing, so playing with "Newtonian physics" completely broke the AI and all game balance. A few mods for the game engine have since used the altered physics, with custom AI written to handle realistic physics.
19th Jan '16 7:19:11 AM Cuddles
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* ''VideoGame/{{Evochron}}'' averts it with a fully Newtonian flight system. However, switching out of inertial mode has the ship's computer use thrusters to approximate space friction. The Newtonian system still underlies it all though, so manoeuvring still tends to be a bit trickier than games which play this trope straight - trying to take a sharp corner at high speed in a race will tend to result in you flying sideways out of the course, as well as the thrusters constantly using fuel for every slight movement you make.
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