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[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.
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[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.
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Correct me if I am wrong. [/q]
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Correct me if I am wrong. [/q]
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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".
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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".
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Perhaps the changes to Lobster that made it less janky could also make impulse jump less jank too, though.
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Perhaps the changes to Lobster that made it less janky could also make impulse jump less jank too, though.
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[q] its an engine thing i believe to remember...[/q]
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[q] its an engine thing i believe to remember...[/q]
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It is not an engine thing.
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It is not an engine thing.
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[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]
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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.
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