test content
What is the Arc Client?
Install Arc

True Z-Axis Movement (It's NOT Tilting Nose Up or Down)

thetaninethetanine Member Posts: 1,367 Arc User
True z-axis moment is NOT pointing the fore or aft of your ship up or down in order to move straight up or down.

Z-Axis movement is your ship, remaining at zero degrees horizontal, moving straight up or straight down. If you put your hand out flat in front of you so you only see your thumb and first finger and without bending your wrist, move your hand up and down. You just achieved true z-axis movement.

Before you read any more of this post, it is essential that you understand the fundamental concept of linear movement. Click here for a 3-d graphic of the three planes of movement: LINK. Z-axis movement is movement of Elevation. In STO, this can only be a positive number, as the "deck" (the surface area created by joining x and y) is the lowest point our ships can attain. We can't go below the deck. You all know this by having the graphics in interstellar space turned on. In Fed space, the deck is blue. In Rom space, it's green. In Klingon space, it's red. Our ships all travel perpendicular to the plane of the "deck".

Now, having explained that, I'd like to suggest that most people, including dstahl in the past, have misconceived what true z-axis movement is all about. Dan Stahl always said no two ships should meet in Trek space where one is on another plane of movement as the other. He meant one ship should not be upside down or similarly out of skew with the other ship. And this is all fine and good.

However, true linear movement across all three axes should be possible for our ships, as long as they remain at or near 0 degrees, perpendicular to the deck of strategic or tactical space. We should be able to fight the bad guys in all three planes of movement, just like in "real" Star Trek. Take the Battle of the Mutara Nebula (Star Trek II) as an example. In this movie, Spock realized that Khan (Recardo Montabaln) mostly thought in X and Y plane geometry. However, Kirk was skilled at 3-dimensional combat as a Starfleet captain, this was par for the course. And so the Enterprise began moving up and down through the nebula, covering much more space, and eventually coming to directly at the aft of the Reliant.

Here is the Youtube of that scene: http://youtu.be/oqhTaEDv1dA?t=20s

Here we see Enterprise moving at Z+ (z axis up) to position behind Reliant. The results, as we know, were devastating to Khan and his crew.

And so, I hope you all on the forums might get behind this correct application of z-axis (as well as x and y axes) movement. Please post your responses.

Best regards,

T9
STAR TREK
lD8xc9e.png
Post edited by Unknown User on
«1

Comments

  • thetaninethetanine Member Posts: 1,367 Arc User
    edited June 2014
    http://www.thefreedictionary.com/axes

    ax·es 1 (ksz)
    n.
    Plural of axis.
    STAR TREK
    lD8xc9e.png
  • thegalaxy31thegalaxy31 Member Posts: 1,211 Arc User
    edited June 2014
    Uhhh yeah... No.
    I would love to visit this star in-game...or maybe this one!
    Won't SOMEONE please think of the CHILDREN?!
  • sle1989sle1989 Member Posts: 552 Arc User
    edited June 2014
    This would require a fundamental change in gameplay. I don't think that is going to happen.
    y1arXbh.png

  • adwynythadwynyth Member Posts: 369 Arc User
    edited June 2014
    Not gonna happen.

    They've already said multiple times, since beta even, that true 3D movement will not happen in this game.

    Why, you may ask? The engine. It's a much-massaged version of the 2D-with-altitude engine used way back in City of Heroes. That game was released in 2004, making the engine a few years older than that. I don't think it's a stretch to say that it's fifteen years old now.

    Redoing the engine is a non-starter, as they might as well be creating a whole new game from scratch.

    In short, while I agree that true 3D should be the motif, it never has been on the table, and this was already a dead subject four years ago.
  • kojirohellfirekojirohellfire Member Posts: 1,606 Arc User
    edited June 2014
    adwynyth wrote: »
    Not gonna happen.

    They've already said multiple times, since beta even, that true 3D movement will not happen in this game.

    Why, you may ask? The engine. It's a much-massaged version of the 2D-with-altitude engine used way back in City of Heroes. That game was released in 2004, making the engine a few years older than that. I don't think it's a stretch to say that it's fifteen years old now.

    Redoing the engine is a non-starter, as they might as well be creating a whole new game from scratch.

    In short, while I agree that true 3D should be the motif, it never has been on the table, and this was already a dead subject four years ago.

    No, it's a stylistic choice because they wanted to emulate the "tallship" combat from the TV shows. It had nothing to do with any imaginary engine limitations.
  • daan2006daan2006 Member Posts: 5,346 Arc User
    edited June 2014
    one of the reason ive herd we cant get a true Z-Axis was players would get sick....... cant re call if it was a dev who said that but im 99% sure it was
    [SIGPIC][/SIGPIC]
    swimwear off risa not fixed
    system Lord Baal is dead
    macronius wrote: »
    This! Their ability to outdo their own failures is quite impressive. If only this power could be harnessed for good.
  • centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    edited June 2014
    Judging from what I've seen of current flight mechanincs in STO, I don't think the game engine could really handle true 3-axis movement. In fact, most of the ship variances are summed up into an oversimplified "inertia" value, that is not affected by armor, weapons, cargo, or even solids in the environment (most asteroids can be flown through). In fluidic space, we have seen an attempt to introduce hydrodynamic effects. There is no apparent "horsepower-to-weight" ratio affected by changing ship loadouts as in other space sims, no limit to the amount of ammunition, etc.

    If there was a way to realize more accurate flight physics, I for one would love it; most won't like the associated learning curve to adapt to it...
    Expendables Fleet: Andrew - Bajoran Fed Engineer Ken'taura - Rom/Fed Scientist Gwyllim - Human Fed Delta Tac
    Savik - Vulcan Fed Temporal Sci
    Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac
    Welcome to StarBug Online - to boldly Bug where no bug has been before!
    STO player since November 2013
  • thegalaxy31thegalaxy31 Member Posts: 1,211 Arc User
    edited June 2014
    sle1989 wrote: »
    This would require a fundamental change in gameplay. I don't think that is going to happen.

    Not to mention that new players would get lost in it.
    I would love to visit this star in-game...or maybe this one!
    Won't SOMEONE please think of the CHILDREN?!
  • edited June 2014
    This content has been removed.
  • daan2006daan2006 Member Posts: 5,346 Arc User
    edited June 2014
    skollulfr wrote: »

    tell that to all the players of everything from g-police to homeworld:rolleyes:

    im all for it if i recall right star trek bridge commander used the X Y Z Axis and i love that game far more than i do this one

    only if it was not for years playing it modding it i might would go play again man modding that game was fun the stuff you could do in that game still tops 4 years of any thing sto has put out
    [SIGPIC][/SIGPIC]
    swimwear off risa not fixed
    system Lord Baal is dead
    macronius wrote: »
    This! Their ability to outdo their own failures is quite impressive. If only this power could be harnessed for good.
  • adwynythadwynyth Member Posts: 369 Arc User
    edited June 2014
    The floaters do not "prove" that 3D movement is possible, because they do the same thing ships do right now: 2D plus altitude.

    True 3D movement would involve there being no "up" or "down" at all, whereas right now, you can't turn the ship "upside down" or tilt it "sideways", and everything is in the same plane of flight. Same thing with the floaters...up is up and down is down, and never shall they be changed.

    In other words, 2D with altitude.

    And yes, it has been stated in the past that the engine was the limiting factor. The "feel" argument was offered up as an appeasement/distraction tactic to take the focus off the antiquated technology. It is, by itself, at least a plausible argument, but not the main reason it'll never happen. That would be the engine.
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited June 2014
    adwynyth wrote: »
    Not gonna happen.

    They've already said multiple times, since beta even, that true 3D movement will not happen in this game.

    Why, you may ask? The engine. It's a much-massaged version of the 2D-with-altitude engine used way back in City of Heroes. That game was released in 2004, making the engine a few years older than that. I don't think it's a stretch to say that it's fifteen years old now.

    Redoing the engine is a non-starter, as they might as well be creating a whole new game from scratch.

    In short, while I agree that true 3D should be the motif, it never has been on the table, and this was already a dead subject four years ago.

    Let categorically deny this for the devs. This is absolutely FALSE. The movement scheme STO uses for the ships is a DESIGN DECISION the devs made for the game, period. It is NOT a limitation of the game engine (either the new Cryptic engine used for current games not the older, separate engine used in COH/COV). The limits for movement were ADDED to the base game engine. The devs made a conscious design decision to emulate MOST of the ship movement that we we see in the TV series and movies, the tall sailing ships feel. Yes, there are a few exceptions to that. But exceptions don't make the rule.

    Now speaking for myself with my software developer, I've written a couple of 3d flight emulators for my own amusement back in the day (probably before you were born). Once you have the very bare-bones code for a working simulator, it's fully 3-d movement from the start: your position in space, the direction of the camera. I can fly in any direction or move in any axis in any direction to anywhere in my virtual space. No limits at all.

    To do something like walking across a plane and keeping the level camera, or the +/- 75 degree yaw in the Z-axis and +/- 90 degree limits of the camera of STO, you have to add MORE code to the add those limits. That's right. You have to make things more complicated to limit movement in a a simulator.
  • rickdankorickdanko Member Posts: 470 Arc User
    edited June 2014
    daan2006 wrote: »
    one of the reason ive herd we cant get a true Z-Axis was players would get sick.

    In that case, I just want the devs to know that lockboxes and expensive fleet projects make me sick. :D
    They're not really gone, as long as we remember them
    candle_burning.gif
    Plasma Nugget
    Rayzee
    excellentawesome#4589
    torgaddon101
    raeat

    I'm allowed to disagree.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited June 2014
    Wow what an amazing clip. Had never seen that before. And in 4+ years of this game operating, nobody had ever thought of that before. Bravo!!!!

    *Archives the thread next to the T5 Connie and Cryptic Hates Klingons files*
  • erkyss2erkyss2 Member Posts: 0 Arc User
    edited June 2014
    oh gawd, not this horse again!
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited June 2014
    Everybody seems to have skipped the OP and went straight to discussions about loop de loops.

    The OP is talking about vertical strafing in place.

    Not a loop but ships going up and down in place. Like a stationary ship going down or up without having to be moving forward, backward, left, or right.

    Just pure vertical lift and descent.
  • ricorosebudricorosebud Member Posts: 11 Arc User
    edited June 2014
    New players would get lost with true 3d movement.
    [SIGPIC][/SIGPIC]
  • hyplhypl Member Posts: 3,719 Arc User
    edited June 2014
    Everybody seems to have skipped the OP and went straight to discussions about loop de loops.

    The OP is talking about vertical strafing in place.

    Not a loop but ships going up and down in place. Like a stationary ship going down or up without having to be moving forward, backward, left, or right.

    Just pure vertical lift and descent.

    Yup. People don't read anymore... :rolleyes:

    It would be convenient to move along the Z axis directly in some places, namely where Cryptic decided to place objectives at different heights on a map.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited June 2014
    thetanine wrote: »
    True z-axis moment is NOT pointing the fore or aft of your ship up or down in order to move straight up or down.

    Z-Axis movement is your ship, remaining at zero degrees horizontal, moving straight up or straight down. If you put your hand out flat in front of you so you only see your thumb and first finger and without bending your wrist, move your hand up and down. You just achieved true z-axis movement.

    We are not toddlers: we understood it without the condescending example(s).

    Besides, unless you're a Harriet with a Jump Jet, linear vertical movement is counter-intuitive for space ships.

    Tldr: NO.
    3lsZz0w.jpg
  • daan2006daan2006 Member Posts: 5,346 Arc User
    edited June 2014
    meimeitoo wrote: »
    We are not toddlers: we understood it without the condescending example(s).

    Besides, unless you're a Harriet with a Jump Jet, linear vertical movement is counter-intuitive for space ships.

    Tldr: NO.

    hmm then why do new players get lost in exploration missions?!?!?!
    [SIGPIC][/SIGPIC]
    swimwear off risa not fixed
    system Lord Baal is dead
    macronius wrote: »
    This! Their ability to outdo their own failures is quite impressive. If only this power could be harnessed for good.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited June 2014
    daan2006 wrote: »
    hmm then why do new players get lost in exploration missions?!?!?!

    Huh?! I dunno, cuz they're new players maybe? :)
    3lsZz0w.jpg
  • edited June 2014
    This content has been removed.
  • daan2006daan2006 Member Posts: 5,346 Arc User
    edited June 2014
    meimeitoo wrote: »
    Huh?! I dunno, cuz they're new players maybe? :)

    but thats how every one is to a game they never played before but its one of the Dev reason for taking out content.... so idk bout ppl not being toddlers :P
    [SIGPIC][/SIGPIC]
    swimwear off risa not fixed
    system Lord Baal is dead
    macronius wrote: »
    This! Their ability to outdo their own failures is quite impressive. If only this power could be harnessed for good.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited June 2014
    daan2006 wrote: »
    hmm then why do new players get lost in exploration missions?!?!?!
    As someone has managed to get lost in exploration missions, I can tell you why: Because you're told to go to an objective circle on a 2D map. When you reach it, you're on the wrong vertical level, and there are absolutely no cues to where the "scenery" is, as the space is completely empty. So you're left to fly randomly around in circles trying to figure out whether you're too high, or too low, or the circle is simply in the wrong place, or the mission is simply broken. This may have been slightly alleviated when they added the vertical up/down arrows on the minimap, but it isn't foolproof. Even as a veteran player, I've still gotten completely lost on some missions where they tell you to go there, and you fly there...and...was something supposed to happen? That old Hylasa mission they replaced was a great example of that.
    [SIGPIC][/SIGPIC]
  • galanis2814galanis2814 Member Posts: 159 Arc User
    edited June 2014
    Yeah there aren't any engine limitations at play here. Z axis is present in theory in ground content, such as with the Risa floaters. I think it would be nice to have, but these ships aren't built to move up and down rapidly. Only by using maneuvering thrusters can they do so, the main impulse engines are universally mounted to provide forward thrust only.

    I think it would be nice as a console power, or a device like the Deuterium Surplus. A quick burn that allows you to rise up if your main engines are going forward or descend if they're in reverse. That's really the only application I can see making sense. We only ever see this sort of brief ascent with thrusters on screen, no ships ever perform the maneuver for any extended period.
  • daan2006daan2006 Member Posts: 5,346 Arc User
    edited June 2014
    As someone has managed to get lost in exploration missions, I can tell you why: Because you're told to go to an objective circle on a 2D map. When you reach it, you're on the wrong vertical level, and there are absolutely no cues to where the "scenery" is, as the space is completely empty. So you're left to fly randomly around in circles trying to figure out whether you're too high, or too low, or the circle is simply in the wrong place, or the mission is simply broken. This may have been slightly alleviated when they added the vertical up/down arrows on the minimap, but it isn't foolproof. Even as a veteran player, I've still gotten completely lost on some missions where they tell you to go there, and you fly there...and...was something supposed to happen? That old Hylasa mission they replaced was a great example of that.

    sound more like a bugged mission than i got lost and you could have easley have hit the warp out button drop went for a new one..........


    sorry the i got lost im never going to buy............
    [SIGPIC][/SIGPIC]
    swimwear off risa not fixed
    system Lord Baal is dead
    macronius wrote: »
    This! Their ability to outdo their own failures is quite impressive. If only this power could be harnessed for good.
  • somebobsomebob Member Posts: 556 Arc User
    edited June 2014
    lordfuzun wrote: »
    Let categorically deny this for the devs. This is absolutely FALSE. The movement scheme STO uses for the ships is a DESIGN DECISION the devs made for the game, period. It is NOT a limitation of the game engine (either the new Cryptic engine used for current games not the older, separate engine used in COH/COV). The limits for movement were ADDED to the base game engine. The devs made a conscious design decision to emulate MOST of the ship movement that we we see in the TV series and movies, the tall sailing ships feel. Yes, there are a few exceptions to that. But exceptions don't make the rule.

    This. Exactly this.

    See: Champions Online where you can go straight up, straight down, and you can fly every single angle possible in between (and keep going that way with auto-run).

    The Cryptic Engine completely supports it. It was a decision by Cryptic (and/or a CBS/Paramount mandate) why we have a limit as to why we can only go up/down by a certain angle, and why we can't just 'go' straight up and down. I for one would love the ability to do so.
    Owner and Lead Moderator for the Primus Database. Post your Hero today!
    Razira's Primus Database Page
    Get the Forums Enhancement Extension!
  • daan2006daan2006 Member Posts: 5,346 Arc User
    edited June 2014
    is it just me or did Voy not follow that tall ship battle TRIBBLE been years since i seen it but seem i recall VOY doing up down so on in combat????

    same for DS9 seems i recall ships being like VOY in big fleet battles meaning up down all over the place

    to be frank only place i can think of doing tall ship battles was really kirk days
    [SIGPIC][/SIGPIC]
    swimwear off risa not fixed
    system Lord Baal is dead
    macronius wrote: »
    This! Their ability to outdo their own failures is quite impressive. If only this power could be harnessed for good.
  • angrytargangrytarg Member Posts: 11,008 Arc User
    edited June 2014
    Everybody seems to have skipped the OP and went straight to discussions about loop de loops.

    The OP is talking about vertical strafing in place.

    Not a loop but ships going up and down in place. Like a stationary ship going down or up without having to be moving forward, backward, left, or right.

    Just pure vertical lift and descent.

    I was thinking the same :D The OP put quite a lot of effort into it to explain that he talks about 2D movement with vertical altitude changes. One of the most common answer in the thread is: "SHUT UP that's impossible BWWAH! Only thing that could work is 2D movement with vertical altitude changes!" XD
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • thetaninethetanine Member Posts: 1,367 Arc User
    edited June 2014
    Wow what an amazing clip. Had never seen that before. And in 4+ years of this game operating, nobody had ever thought of that before. Bravo!!!!

    *Archives the thread next to the T5 Connie and Cryptic Hates Klingons files*

    Thanks Regina. I feel like I've done a lot if I've impressed you.

    I should have not put the timestamp at 30 seconds though...the Enterprise moves z-up much more at 20 seconds, and onward.
    STAR TREK
    lD8xc9e.png
Sign In or Register to comment.