Acrobatics and movement control while in air

Post » Tue Aug 19, 2014 10:16 pm

For some background, my gliding flight approach is slowly coming closer to really satisfactory results.

I had to almost completely eliminate aero-dynamics from my formulae, as physically correct thermo-dynamics driven gliding flight didn't exactly work out as intended in not-so-physically-correct Nirnian environmental conditions, but a more primitive and straight-forward approach, the gist of it while wings are opened a counter-acceleration strong enough to reduce current downward velocity to only a fracture of itself gets applied to decelerate the fall and a corresponding acceleration forward produces the glide, got me far closer to final success than I ever was before.

I can now jump off of Dive Rock, open my wings and as long as I keep my nose close to horizontal can sail along almost half the way to the IC before touching ground.

Looking down will make me dive down and gain thrust from gravity, the more down the more thrust gained, and when there's a nice amount of thrust gained and I look back up again, even higher than horizontal, I will also 'gain' height again while the forward thrust continuously decreases due to gravity counter-acting it. I can fly ballistic curves down and up again that way, but of course can never gain the same height again as from where I started the dive. That's what flapping my wings will be for.

However, there's One particular issue I need to take care of first still, and that's actually a 'feature' of the Vanilla game as it seems.

You know, when you jump you can actually control your movement direction a little still by pressing the movement buttons. That is you can move while in air.

At low levels and skills this can't really be noticed that much, but as it's a Vanilla effect of Acrobatics, the higher the skill the more control you have while in air, or as the UESP puts it, at high skill levels you can even 'turn around' in the air while jumping forward and go into the opposite direction instead.

Well, this alone wouldn't be an issue to my approach, as I could just 'disable' the player controls for moving while in flight. You navigate by camera and special maneuver action keys anyways, so there's no need for 'air walking'.

BUT, this funny little feature of Acrobatics also makes it so your movement while in air slows down rather rapidly the higher the skill is, and this is having an adverse effect on my gliding flight. With Acrobatics skill around 100 my forward movement without pressing the movement keys is so horribly slow, as if I was hanging in a simple circular parachute with no means to control direction or horizontal speed much or at all. While at level 1 with almost no Acrobatics skill at all the gliding flight movement is almost perfect already.

Now, the big question is, does anybody happen to know the formula for how much the value of the Acrobatics skill hampers your horizontal movement velocity while in air?

The UESP has formulae for jump height min. and max., and knows the game setting globals "fJumpMoveBase" and "fJumpMoveMult" (or what they are called), but what grants you more control over your movement in air the higher your Acrobatics skill is, there's no sign of a hint to be found.

I'm searching for a factor to multiply the forward thrust by according to the Acrobatics skill, or some similar means to counter the unwanted slowdown in air the higher the skill is.

I'm going to make some experimental observations next in order to maybe come up with something experientially. But if in the mean time somebody has an idea about the formula the game uses or how I could counter this slowdown effectively and reliably, any ideas or help will be appreciated.

Thanks in advance!

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matt white
 
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