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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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please address the many CORE PHYSICS ISSUES ASAP

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 please address the many CORE PHYSICS ISSUES ASAP 
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kwago


Joined: Wed Sep 14, 2011 6:55 pm
Posts: 53
Post Re: please address the many CORE PHYSICS ISSUES ASAP
do comp cappers use jump/jet at all? I thought that issue was resolved some time ago where jump/jet was causing speed loss.


Fri Apr 13, 2012 9:13 am
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MarcDaKind
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Joined: Fri Dec 09, 2011 9:08 am
Posts: 390
Location: Skiing on the mountains of Norway!
Steam Gamer Name: MarcDaKind
Post Re: please address the many CORE PHYSICS ISSUES ASAP
AustinNH wrote:
Just to clarify: is the goal to make this like T1/T2, or to make intuitive, realistic, and fun physics?

I don't think the goal should be to make it feel like T2. The goal should be to make physics that are (A) realistic, (B) intuitive for new players (C) make it fun for advanced players.

The easiest way to do this, it seems, would be to just implement simple, Newtonian physics.
1. Jetpacks with some force and vectoring that does not depend on speed.
2. Constant gravity (that does not depend on speed).
3. Some friction when skiing on the ground (does not depend on speed).
4. Some air drag that would affect you on the ground and in the air (this does increase with speed, and gives rise to a terminal velocity both in falling and in horizontal jetpacking).

This is certainly realistic, so (A) is satisfied. It will be totally intuitive to new players because it's realistic and doesn't have special rules and cutoffs and magic numbers that a player has to learn. So (B) is satisfied. 3. and 4. will make it much more challenging, but still possible, to gain and maintain high speed, so there should be some added depth there for advanced players, helping (C). 3. and 4. also accomplish what the current 76 kph jetpack mechanic accomplishes, which is preventing people from accelerating to arbitrary speeds on jetpack only. Also, friction and drag could be higher for heavier classes, which would accomplish what the "friction thresholds" accomplish. That is, slowing down the heavier classes.

Image

And then we can finally buff the jet packs on the heavies. Enabling them to jet up to flag stands and so on, but still prevent them getting to high horizontal speeds, due to the ski / air friction. The things that are slowing Heavies down should not be bad energy regen / poll, and weird speed caps. It should be the big size and heavy weight of the armor.

The same applies to disc jumping and acceleration. Because the air friction makes maintaining high speeds hard, we can also buff disc jumping. Helping chasers get to higher speed, while the ones already traveling fast have to use their discs and energy to maintaining the speed. This natural "rubber band effect" would greatly help chasing, while still being intuitive!
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Fri Apr 13, 2012 9:48 am
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RaindanceFOREVA


Joined: Fri Mar 02, 2012 8:29 pm
Posts: 128
Post Re: please address the many CORE PHYSICS ISSUES ASAP
How to fix T:A physics

1) Make gravity stronger
2) Make jetpacks WAY stronger
3) ?????
4) Profit


Fri Apr 13, 2012 6:02 pm
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WerTicus
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Joined: Sun Jun 12, 2011 8:39 am
Posts: 2620
Post Re: please address the many CORE PHYSICS ISSUES ASAP
^3 = remove all s*** rules and band-aids :P
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Fri Apr 13, 2012 6:49 pm
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dsiOne
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Joined: Wed Oct 12, 2011 10:14 pm
Posts: 327
Steam Gamer Name: dsi1
Post Re: please address the many CORE PHYSICS ISSUES ASAP
AustinNH wrote:
Just to clarify: is the goal to make this like T1/T2, or to make intuitive, realistic, and fun physics?

I don't think the goal should be to make it feel like T2. The goal should be to make physics that are (A) realistic, (B) intuitive for new players (C) make it fun for advanced players.

The easiest way to do this, it seems, would be to just implement simple, Newtonian physics.
1. Jetpacks with some force and vectoring that does not depend on speed.
2. Constant gravity (that does not depend on speed).
3. Some friction when skiing on the ground (does not depend on speed).
4. Some air drag that would affect you on the ground and in the air (this does increase with speed, and gives rise to a terminal velocity both in falling and in horizontal jetpacking).

This is certainly realistic, so (A) is satisfied. It will be totally intuitive to new players because it's realistic and doesn't have special rules and cutoffs and magic numbers that a player has to learn. So (B) is satisfied. 3. and 4. will make it much more challenging, but still possible, to gain and maintain high speed, so there should be some added depth there for advanced players, helping (C). 3. and 4. also accomplish what the current 76 kph jetpack mechanic accomplishes, which is preventing people from accelerating to arbitrary speeds on jetpack only. Also, friction and drag could be higher for heavier classes, which would accomplish what the "friction thresholds" accomplish. That is, slowing down the heavier classes.


This post is all Hi Rez needs to fix physics.
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Having to aim from a reference point that doesnt exist is not an intuitive or newbie friendly feature, and it will hurt the game in the long run


Fri Apr 13, 2012 7:47 pm
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blecro


Joined: Sat Jul 03, 2010 11:09 pm
Posts: 192
Post Re: please address the many CORE PHYSICS ISSUES ASAP
blecro wrote:
I won't be working on [http://jsbin.com/akezib] any further, I just wanted a basic jetpack visualization.
I couldn't help but play with the code some more :D. I switched to Andrew's numbers, switched to Andrew's jetting, made the stickman properly sized, added some terrain, and added frictionless skiing. http://jsbin.com/otawib

blecro wrote:
You could always fix [Andrew's Player.Jet] by simply changing 1 - sidePower to 1 - sidePower * sidePower.
This is an error. It should of course be sqrt(1 - sidePower * sidePower).


Fri Apr 13, 2012 11:08 pm
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AustinNH


Joined: Mon Jan 02, 2012 12:07 am
Posts: 83
Post Re: please address the many CORE PHYSICS ISSUES ASAP
blecro wrote:
Adding drag only decreases overall speeds.


No, adding drag gives rise to a terminal velocity that cannot be exceeded by jetpacks alone.

blecro wrote:
What you really want is to require skiing or disk jumping to go fast, which is exactly what T1/T2c's special jetting adjustment does.


And what drag would do.
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Fri Apr 13, 2012 11:39 pm
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AustinNH


Joined: Mon Jan 02, 2012 12:07 am
Posts: 83
Post Re: please address the many CORE PHYSICS ISSUES ASAP
WerTicus wrote:
AustinNH wrote:
Just to clarify: is the goal to make this like T1/T2, or to make intuitive, realistic, and fun physics?


These are actually the same goals :P


Not quite. See for example thrust vectoring being limited by speed in T2. More intuitive and closer to realistic than some of what is in T:A, but could be even better.
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Fri Apr 13, 2012 11:41 pm
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Sottilde
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Joined: Thu Jun 03, 2010 7:28 pm
Posts: 159
Post Re: please address the many CORE PHYSICS ISSUES ASAP
blecro wrote:
blecro wrote:
I won't be working on [http://jsbin.com/akezib] any further, I just wanted a basic jetpack visualization.
I couldn't help but play with the code some more :D. I switched to Andrew's numbers, switched to Andrew's jetting, made the stickman properly sized, added some terrain, and added frictionless skiing. http://jsbin.com/otawib

blecro wrote:
You could always fix [Andrew's Player.Jet] by simply changing 1 - sidePower to 1 - sidePower * sidePower.
This is an error. It should of course be sqrt(1 - sidePower * sidePower).


Thanks! I have a 90% working remake of T:A's physics going in jsbin, I just want to absolutely get it right so I can explain why the current bugs exist (like back/forward while jetting upward giving more speed, several s*** ways to gain speed, and the downward 72km/h wall). I think it would be much more complete with this jetting added so I will merge your code with mine. Thanks again.


Fri Apr 13, 2012 11:42 pm
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AustinNH


Joined: Mon Jan 02, 2012 12:07 am
Posts: 83
Post Re: please address the many CORE PHYSICS ISSUES ASAP
^And thanks to both of you for taking the time make these simulations!
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100% Inheritance! Pretty Please?


Fri Apr 13, 2012 11:49 pm
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