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IDProjectCategoryView StatusLast Update
0003959Spring engineGeneralpublic2013-08-25 20:57
Reportermsafwan 
Assigned ToKloot 
PrioritynormalSeveritytweakReproducibilityalways
StatusresolvedResolutionfixed 
Product Version94.1.1+git 
Target VersionFixed in Version 
Summary0003959: physic: gunship colliding with free flying unit looks unrealistic because gunship resist too much
DescriptionGunship units act like push-resistance. When free-flying ground unit hit a flying gunship, they act like a wall.

Gunship could behave like ground unit under collision for realism.
Steps To ReproduceThis is easy to demonstrate in ZK.

/cheat
/give 10 funnelweb

now wait few second for all drone to spawn (swarming the area)

select 1 funnelweb and activate dgun.

The giant funnelwebs will start to levitate and then they will be thrown toward target.

The result is,
if funnelwebs collide with any of the drones, the drone acted like push-resistant (the drone refuse to budge even tiny bit and deflect the funnelweb away).

(this was tested on 94.1.1-989-g9462149 & also valid on 91.0 too)
Tagscollision, gunship, impulse, physic
Checked infolog.txt for Errors
Attached Files

-Relationships
+Relationships

-Notes

~0011368

msafwan (reporter)

Last edited: 2013-08-24 12:58

View 2 revisions

Another thing:
when a gunship type unit is hit with a weapon that usually deal impulse to ground unit, the gunship doesn't appear budged too. (but probably this is good!)

Fyi:
to test:
1)make Doomsday turret
2)fire it on a Brawler gunship
3)projectile explode but no impulse effect.


EDIT: maybe this report should be LOW priority

~0011369

Kloot (developer)

"when a gunship type unit is hit with a weapon that usually deal impulse to ground unit, the gunship doesn't appear budged"

zk bug: newtons affect gunships (0003739), if normal weapons do not there is a gadget blocking impulse

~0011371

Google_Frog (reporter)

msafwan, please test more.

Gunships are affected by weapon impulse. The mass of our gunships is too large for it to be noticeable, I don't really mind.

I've attached a replay demonstrating the bug. Gunship do not act like they are push-resistant, they act like this sometimes. In the replay I throw heavier Fleas at lighter Banshees (a gunship) and sometimes the Flea bounces off the Banshee with no effect on the Banshee. The collision is quite strange.

Game: ZK test 11201 (exact version is important as the unit stats are extreme)
Map: Comet Catcher Redux
Engine: 94.1.1-958

~0011372

Kloot (developer)

"the unit stats are extreme"

Not a valid test, do NOT use insane extreme values to demonstrate some condition as it makes the simulation unstable.

~0011383

Google_Frog (reporter)

They're not insane extreme. The colliding unit's mass differs be a factor of 1000 and when they do collide properly they do not fly off at ridiculous speed.

~0011384

Kloot (developer)

I was referring to the maxDamage changes, did not check if there were others. In any case...

"The colliding unit's mass differs be a factor of 1000"

... the minimum mass of an object is 1 so the difference is a factor 10.

~0011385

Google_Frog (reporter)

Ok, then the bug should be common. As for maxDamage that change is to prevent the units from dying, it should have no effect on unit physics. Anyway this bug does not particularly worry me.
+Notes

-Issue History
Date Modified Username Field Change
2013-08-24 12:48 msafwan New Issue
2013-08-24 12:50 msafwan Tag Attached: collision
2013-08-24 12:50 msafwan Tag Attached: physic
2013-08-24 12:50 msafwan Tag Attached: gunship
2013-08-24 12:50 msafwan Tag Attached: impulse
2013-08-24 12:55 msafwan Note Added: 0011368
2013-08-24 12:58 msafwan Note Edited: 0011368 View Revisions
2013-08-24 15:41 Kloot Note Added: 0011369
2013-08-24 17:22 Google_Frog Note Added: 0011371
2013-08-24 17:23 Google_Frog File Added: gunshipsAreAffectedByImpulseAndSometimesByCollisions.sdf
2013-08-24 18:31 Kloot Note Added: 0011372
2013-08-25 06:14 Google_Frog Note Added: 0011383
2013-08-25 12:37 Kloot Note Added: 0011384
2013-08-25 13:05 Google_Frog Note Added: 0011385
2013-08-25 20:57 Kloot Changeset attached => spring develop f26df72e
2013-08-25 20:57 Kloot Assigned To => Kloot
2013-08-25 20:57 Kloot Status new => resolved
2013-08-25 20:57 Kloot Resolution open => fixed
+Issue History