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IDProjectCategoryView StatusLast Update
0003959Spring engineGeneralpublic2013-08-25 20:57
Reportermsafwan Assigned ToKloot  
PrioritynormalSeveritytweakReproducibilityalways
Status resolvedResolutionfixed 
Product Version94.1.1+git 
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
Attached Files
gunshipsAreAffectedByImpulseAndSometimesByCollisions.sdf (Attachment missing)
Checked infolog.txt for Errors

Activities

msafwan

2013-08-24 12:55

reporter   ~0011368

Last edited: 2013-08-24 12:58

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

Kloot

2013-08-24 15:41

developer   ~0011369

"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

Google_Frog

2013-08-24 17:22

reporter   ~0011371

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

Kloot

2013-08-24 18:31

developer   ~0011372

"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.

Google_Frog

2013-08-25 06:14

reporter   ~0011383

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.

Kloot

2013-08-25 12:37

developer   ~0011384

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.

Google_Frog

2013-08-25 13:05

reporter   ~0011385

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.

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
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