Gravity not affecting ballistic range properly - Page 2

Gravity not affecting ballistic range properly

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

HAHAHAH

You should try a bomber at 7000 gravity!!! :D

Look out below!!!

HAHAHA

My mars map has lower gravity, and when controlling a unit, you can shoot a powerful plasma shot across the map. However distance is factored by two things, velocity out of the barrel, and gravity.

Even with SUPER high gravity, if your velocity is extreme you will get some distance, low gravity low velocity and you won't get very far. How this should affect range (and angle) is more complex.

-Buggi
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munch
Posts: 311
Joined: 26 May 2005, 20:00

Fidos and Mavs -eeek!

Post by munch »

Spectre wrote:munch you forget that there are units which have a high plasma velocity. A Fido could fire 10x further when range was calculated with equations on the fly...
Eeeek you're right! I'd always assumed gauss cannons were LOS weapons, not ballistic. I just had a Mav on the top left island of Green Isles firing shots that landed on the bottom left island*!

I guess this means we want gauss cannons to be treated the same as lasers so that the shot just dissapears when it gets to max range?

Could we just treat gauss as LOS weapons - would that solve it (that's how they're used after all)?

Munch

PS Re physics - I must confess I'd forgotten too, I had to ask somebody! Sorry if I sounded like I knew what I was talking about for a minute there ;-)

*(I did this by taking control of the mav and making it fire at 45ish degrees. This makes the "take control of unit" option somewhat iffy!)
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

same. I'm dropping physics in about 3-4 weeks! :D (dependant on my results tho :( stupid AS's)
Icedragon
Posts: 20
Joined: 16 Jun 2005, 06:07

Post by Icedragon »

Dynamic Range Equation:

r=VsubXY0*COS(Ө)((2(-VsubXY0*Sin(Ө)))/G+(sqrt((VsubXY0*SIN(Ө))^2+2GYsub2)-VsubXY0*SIN(Ө))/G)

where Ysub2 is the negative of the elevation of the origin from the target, VsubXY0 is muzzle velocity, Ө is the firing angle, and G is gravity (which is always expressed as a negative.)

Edit: hmm... the Ysub2 value seems to be throwing the thing off, I'll have to go back and work on that. For now, just leave it as a zero.
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