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IDProjectCategoryView StatusLast Update
0003648Spring engineGeneralpublic2013-03-28 13:26
ReporterForboding Angel Assigned ToKloot  
PrioritynormalSeveritymajorReproducibilityhave not tried
Status closedResolutionno change required 
Product Version94.1 
Summary0003648: Impulse is magnified on high damage units exponentially.
DescriptionI have no idea how to describe this, except to just post the replay. Now, if these units were being instagibbed it would look awesome, and when they do get instagibbed the impulse looks fantastic, but the fatsos which are the heaviest normal unit in the game are being shot off the screen O_o

http://paste.springfiles.com/view/ec4e1d42 << Lots of spawner errors and another unrelated mod error.
TagsNo tags attached.
Attached Files
20130326_150201_Comet Catcher Redux_94.sdf (Attachment missing)
Checked infolog.txt for Errors

Activities

emmanuel

2013-03-26 23:59

reporter   ~0010282

Last edited: 2013-03-27 00:00

using followibng values not show any thing abnormal:
unitdef:
mass=799,
weapondef:
AreaOfEffect=380,
edgeeffectiveness=0.1,
impulsefactor=0.2,
damage ={default = 3000,

unit are just pushed aproximatly their footprint size (else the explosion is under them what make a jet pack)
i noticed my jet pack unit not more flyed in 0.93 and fly better than ever in 0.94
still the cases where explosion hapend under a unit are rares
obivously using default seting make thing comic

Forboding Angel

2013-03-27 11:17

reporter   ~0010285

Emmanuel, the fact that you have this tag: impulsefactor=0.2, completely defeats the purpose of your comment, because you manually setting impulsefactor 0.2 overrides the default value.

I am talking about the default values.

emmanuel

2013-03-27 14:12

reporter   ~0010288

Last edited: 2013-03-27 14:16

not true
as i reported here :
i made a unit emiting a explosion UNDER itself lot per second
 and the unit when designed so
in 0.89 flyed in near sustentation (jetpack)
but
in 0.93 no more lifted from the ground
and
in 0.94 go in outerspace far in sky near verticaly

all my unit use the same mass i found it realistic and all my weapons use the sameoverwrited modifier

so your report is valid
but its not exactly a bug
i supose its on purpose change because dev want it :
what is contestable is if the explosion under unit hapend randomly ingame
if the dev prevent than explosion hapend under unit in battle that can be tolerable so(that i doubt hardly)

Kloot

2013-03-27 15:15

developer   ~0010290

Last edited: 2013-03-27 15:34

The difference is simply that impulse is now applied even to units that are already flying from previous impulses which (unlike the way it was handled in <= 91.0) is physically correct behavior --> rapid-fire high-damage long-range weapons can accelerate units to the moon.

emmanuel

2013-03-27 15:25

reporter   ~0010291

Last edited: 2013-03-27 15:30

the problem was since ever : the impulse under unit does always an insane result when impulse from side IS bearable by seting :
seting i writed here MAKE the unit just slide a few footprint when hit from side but flyED far when hit from under
(not tested since 0.89)
i can make new test but i bet nothing new
MEAN the physic is reversed or interact with the 2D vs 3D behaviour
a correct REALISTIC physic will be a push twice more impulse than a lift(at least)

Forboding Angel

2013-03-28 08:25

reporter   ~0010303

@kloot, ok I understand. SO this is actually intended behavior, correct?

As I see it, it simply makes it necessary to use impulsefactor more often, which, isn't such a bad thing really.

Kloot

2013-03-28 13:26

developer   ~0010306

Yep.

You have two other options to reduce it besides impulseFactor:

1) increase all unit mass values by some factor, eg. 10 (easy to do in unitdefs_post)
2) use gadget:UnitPreDamaged to control how much impulse to apply if a unit is not on the ground anymore

Issue History

Date Modified Username Field Change
2013-03-26 23:52 Forboding Angel New Issue
2013-03-26 23:52 Forboding Angel File Added: 20130326_150201_Comet Catcher Redux_94.sdf
2013-03-26 23:59 emmanuel Note Added: 0010282
2013-03-27 00:00 emmanuel Note Edited: 0010282
2013-03-27 11:17 Forboding Angel Note Added: 0010285
2013-03-27 14:12 emmanuel Note Added: 0010288
2013-03-27 14:16 emmanuel Note Edited: 0010288
2013-03-27 15:15 Kloot Note Added: 0010290
2013-03-27 15:15 Kloot Note Edited: 0010290
2013-03-27 15:16 Kloot Note Edited: 0010290
2013-03-27 15:25 emmanuel Note Added: 0010291
2013-03-27 15:25 emmanuel Note Edited: 0010291
2013-03-27 15:28 emmanuel Note Edited: 0010291
2013-03-27 15:30 emmanuel Note Edited: 0010291
2013-03-27 15:34 Kloot Note Edited: 0010290
2013-03-28 08:25 Forboding Angel Note Added: 0010303
2013-03-28 13:26 Kloot Note Added: 0010306
2013-03-28 13:26 Kloot Status new => closed
2013-03-28 13:26 Kloot Assigned To => Kloot
2013-03-28 13:26 Kloot Resolution open => no change required