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Jumping units immune to physics?

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Date Editor Before After
5/10/2021 9:29:44 AMEErankAdminAnarchid before revert after revert
5/10/2021 9:27:41 AMEErankAdminAnarchid before revert after revert
Before After
1 [q] I believe to have seen a discussion about this some years ago in this forum. If I recall correctly this behaviour is basically unintended but cannot be fixed easily. 1 [q] I believe to have seen a discussion about this some years ago in this forum. If I recall correctly this behaviour is basically unintended but cannot be fixed easily.
2 Correct me if I am wrong. [/q] 2 Correct me if I am wrong. [/q]
3 AFAIR, it is fully intentional. Code exists somewhere in the (history of the) repository for "impulse jump" essentially identical to what Lobster does. The problem with it is units colliding mid-air and losing precision, causing "jank". 3 AFAIR, it is fully intentional. Code exists somewhere in the (history of the) repository for "impulse jump" essentially identical to what Lobster does. The problem with it is units colliding mid-air and losing precision, causing "jank".
4 \n 4 \n
5 Perhaps the changes to Lobster that made it less janky could also make impulse jump less jank too, though. 5 Perhaps the changes to Lobster that made it less janky could also make impulse jump less jank too, though.
6 \n 6 \n
7 [q] its an engine thing i believe to remember...[/q] 7 [q] its an engine thing i believe to remember...[/q]
8 It is not an engine thing. 8 It is not an engine thing.
9 \n
10 [q]This seems very strong, even EMPing them while flying doesn't do anything. Should that not turn off their jumpjets and make them fall?[/q]
11 Stunning a Detriment that has [i]decided[/i] to jump (that is, initiated the jumping sequence) before it has engaged its thrusters doesn't prevent or delay the jump either. I am not a fan of this.