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Posted (edited)

i'm not sure but from playing it seems that wormholes might do:

 

force = constant / (distance between ship and wormhole)2,

 

and repels change the direction of the ship to the ray pointing away from the center of the repel, and set set the ships speed proportional to the distance away from the repel or maybe the inverse of that.

 

another thing you could try is install a packet sniffer (like wireshark) and monitor the outgoing ship position packets continuum sends. then have another player trigger a repel. put these values into excel and analyse. same goes for the wormhole.

Edited by Marioman
Posted

Repels just push stuff outwards at a fixed speed (RepelSpeed) (or inwards, if RepelSpeed is negative, or puts everything to a dead stop if it's 0)

 

However, once repelled, ships find themselves with no speed limit (so that ships can effectively be repelled at 10000 even if their max speed is 1000). This has the effect that while you're being repelled, you can sometimes accellerate to crazy speeds. I'm not sure what setting controls that "no speed limit" delay, or if it can even be controlled... It's probably linked to the the effective time of a repel (e.g. You fire a repel, a bullet comes in the repel radius 0.1s after, it will still "bounce off" it.

Posted (edited)

I seem to recall from a couple of years ago (so I am not sure about this) that the area of effect of a repel is square and not round.

So perhaps instead of using distance sqaured / pythagorean, it calculates the speed difference for x and y separately.

Edited by JoWie
Posted

I would think that the last repel fired is considered... or the closest one, or you end up being thrown around endlessly. I am pretty sure that they don't add up in any way... You could test it quite easily with some dummies, or just one friend and a bot that lays mines or throws decoys or whatever.

 

The blast radius from bombs is round, the prox radius is square... I don't know about repels :p

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