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
Gravity not affecting ballistic range properly
Moderator: Moderators
Fidos and Mavs -eeek!
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*!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...
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!)
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.
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.