Cheese Posted April 9, 2012 Report Posted April 9, 2012 does anyone know any good explanations of ingame physics?specifically regarding how wormholes or repels affect ships/bullets? so far ive only been able to find http://wiki.minegoboom.com/index.php/Physics regarding wormholes Quote
Marioman Posted April 10, 2012 Report Posted April 10, 2012 (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 April 10, 2012 by Marioman Quote
Samapico Posted April 10, 2012 Report Posted April 10, 2012 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. Quote
Marioman Posted April 10, 2012 Report Posted April 10, 2012 yeah the no speed limit thing is cool, i guess i thought if you're far away from a repel source it doesn't repel as hard, but that's not true is it. Quote
Samapico Posted April 10, 2012 Report Posted April 10, 2012 As long as you're in the repel's radius, your speed instantly becomes RepelSpeed Quote
Cheese Posted April 10, 2012 Author Report Posted April 10, 2012 i was meaning more specifically mathematicallylike the process the client usesespecially when there are 2 repels used and repeltime is 100000 Quote
JoWie Posted April 10, 2012 Report Posted April 10, 2012 (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 April 10, 2012 by JoWie Quote
Samapico Posted April 10, 2012 Report Posted April 10, 2012 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 Quote
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