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Faraday/air interaction

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8 days ago
For a game that prides itself with physics interaction the fact that a faraday blocks units in the air is ... strange.

Would it be possible to conserve the momentum/speed of all stunned units (for some time)? For land this will not matter much, but for air might be more interesting (ex: bombers froze before dive they go over, bombers froze after dive they end up being kamikaze, maybe gs slowly go down).
+0 / -0
This actually happens.

The problem with planes is somewhat *too much* simulation.

Spring planes kind of actually simulate lift from the wings being dependent on speed and angle of attack.

But because those same planes move at velocities that are much lower relative to their body size than actual planes, for them to work they have to either be very light, or for the air to be very dense.

Both of these result in very high friction when the plane's propulsion kicks out, almost - almost! sufficient to stop it. If you look closely at an emp-paralyzed plane in ZK you will notice that it actually falls; just that it does so very slowly.

It is plausible that there's some hack that would allow planes to keep moving slightly faster when paralyzed, for proper physical hilarity, and could be done game side. Most likely though this would require some kind of an engine change.
+2 / -0
8 days ago
If lift depends on speed, at 0 speed, there should be 0 lift, so only normal gravity (same speed of jump units when they fall), which does not happen.

But ok got the idea and I imagine that the simulation model for the flying things is more like a thick liquid. In such case lift does not depend on speed and we get the effect that we see. But then this is not consistent with the other units falling speeds (jumps).

On the same note, would be fun for hovers to take "fall" damage when stunned.

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quote:
If lift depends on speed, at 0 speed, there should be 0 lift, so only normal gravity (same speed of jump units when they fall), which does not happen.

They fall at terminal velocity afaict. Except that because of high friction, this terminal velocity is very low.

Again, it's also not entirely zero velocity. I encourage you to actually run some experiments and see what actually happens when you fly a raven near enough Faradays to stun it permanently.

(Hint: it does not stay in air indefinitely)

Jumps are not physical, in the sense that there are no forces that act upon them to produce the jump. They pretty much simply interpolated on a curve. This is why they are immune to gravity guns and placeholder during jump.

+2 / -0

8 days ago
quote:
Jumps are not physical, in the sense that there are no forces that act upon them to produce the jump. They pretty much simply interpolated on a curve. This is why they are immune to gravity guns and placeholder during jump.

Well, so much for simulated physics being accurate.
+1 / -0
MYrankxponen implemented a jump system that used physics, but it was deemed too janky, with newtons being a hard counter to jumps, and even impulse weapons like Ripper (or some other unexpected interaction) sometimes made jumping fail catastrophically.

xponen also made amph surfacing use physics, and that has thankfully stayed part of the game without any issues.

Let's not get into the version of Djinn that throws the unit...
+1 / -0

8 days ago
How to test that version? Could you link it?
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8 days ago
Ok, so in fact jumps and planes obey different rules which makes it look not intuitive.
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8 days ago
quote:
How to test that version? Could you link it?

The impulsejump gadget still exists in ZK, but it's not possible to enable it via modoptions any more. Need to use a custom version of ZK for that, and even then the gadget is probably broken right now.

Your best bet is to get a spring & ZK version from around 2014-2015, enable impulsejump/impulsedjinn and test with that.
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8 days ago
you can do a gadget that overrides aircraft movement every frame and gently pulls them close to the ground while they're paralyzed.
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7 days ago
quote:
you can do a gadget that overrides aircraft movement every frame and gently pulls them close to the ground while they're paralyzed.
As Anarchid was saying this already happens, so might even be adjustable somehow by playing with the existing model.

On the other hand, even if you leave them fall, they go through the other ground units (they don't collide and do damage). Probably this is done so that you do not have planes colliding between themselves, not sure how feasible is to make them collide only with ground units.
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7 days ago
It's a bit silly that planes don't have impact damage with the ground.
+1 / -0