View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003648 | Spring engine | General | public | 2013-03-26 23:52 | 2013-03-28 13:26 |
| Reporter | Forboding Angel | Assigned To | Kloot | ||
| Priority | normal | Severity | major | Reproducibility | have not tried |
| Status | closed | Resolution | no change required | ||
| Product Version | 94.1 | ||||
| Summary | 0003648: Impulse is magnified on high damage units exponentially. | ||||
| Description | I 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. | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
| Checked infolog.txt for Errors | |||||
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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 |
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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. |
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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) |
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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. |
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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) |
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@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. |
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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 |
| 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 |