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Date Editor Before After
9/7/2013 12:25:54 PMEErankAdminAnarchid before revert after revert
9/7/2013 12:24:51 PMEErankAdminAnarchid before revert after revert
Before After
1 Oh, i'll rephrase then. 1 Oh, i'll rephrase then.
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3 "Magnitude of a gunship's acceleration in Spring is not dependant on unit's orientation in space, nor is it dependant on angle or magnitude of its movement vector . Turning and accelerating are completely orthogonal for gunships". 3 "Magnitude of a gunship's acceleration in Spring is not dependant on unit's orientation in space, nor is it dependant on angle or magnitude of its current movement vector. Turning and accelerating are completely orthogonal for gunships".
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5 You might be confusing speed and acceleration though. Scalar speed will take a dip as unit starts accelerating to its new destination when destination behind current speed vector. Then speed will increase to maximum as it passes the zero speed and thrusts back. Acceleration is constant at all those points, scalar speed takes a dip, and vector speed goes from +1 to -1 compared to old motion vector. 5 You might be confusing speed and acceleration though. Scalar speed will take a dip as unit starts accelerating to its new destination when destination behind current speed vector. Then speed will increase to maximum as it passes the zero speed and thrusts back. Acceleration is constant at all those points, scalar speed takes a dip, and vector speed goes from +1 to -1 compared to old motion vector.
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7 You can get a pretty good feel of that if you play with FPS'ing gunships a bit. 7 You can get a pretty good feel of that if you play with FPS'ing gunships a bit.
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