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Physics simulation vs balance

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Date Editor Before After
8/29/2021 10:22:48 PMFRrankmalric before revert after revert
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1 [quote]Obviously truck B will at some point hit the ball via driving over it but this has more to do with how the ball is big and does not expire rather than any range effects via movement speed.[/quote] I am just commenting on the example given. So, based on the example the "follower" truck gets "hit". 1 [quote]Obviously truck B will at some point hit the ball via driving over it but this has more to do with how the ball is big and does not expire rather than any range effects via movement speed.[/quote] I am just commenting on the example given. So, based on the example the "follower" truck gets "hit".
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3 I think the example is bad, as probably what it would like to say is ( but not sure) : in vacuum it does not matter if vehicles move or not ( they will both hit each other) . I commented thinking implicitly about the more daily life physics ( where the drag - force opposing movement - is not linear but squared for high speeds, so the retreating vehicle will get some advantage) . I imagine ZK having an atmosphere, but maybe that is just me. 3 I think the example is bad, as probably what it would like to say is ( but not sure) : in vacuum it does not matter if vehicles move or not ( they will both hit each other) . I commented thinking implicitly about the more daily life physics ( where the drag - force opposing movement - is not linear but squared for high speeds, so the retreating vehicle will get some advantage) . I imagine ZK having an atmosphere, but maybe that is just me. It is a good point and worth discussing ( do we have or not an atmosphere? how much we want to approximate? what are the parameters? etc. ) , but it's kind of hard to do that if you start just with "lol as if" and let the others wonder what you meant ( at least someone else did not get the idea: @Galamesh) . . .
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5 (I think) the root cause is that speed projectile in spring is constant and relative to the ground, and not constant and relative to the vehicle it fires. The not intuitive problems arises much more due to the small ratio between projectile speed and vehicle speed. In real life, it does not matter if you fire a bullet while moving fast forward. The bullet has muzzle velocity of 5000km/h, so your added speed will make a small difference (plus the drag will probably make it even smaller). But in ZK the speeds are so close that firing from an accelerating vehicle will give an elliptic "range" (that would be a fun thing to try). 5 (I think) the root cause is that speed projectile in spring is constant and relative to the ground, and not constant and relative to the vehicle it fires. The not intuitive problems arises much more due to the small ratio between projectile speed and vehicle speed. In real life, it does not matter if you fire a bullet while moving fast forward. The bullet has muzzle velocity of 5000km/h, so your added speed will make a small difference (plus the drag will probably make it even smaller). But in ZK the speeds are so close that firing from an accelerating vehicle will give an elliptic "range" (that would be a fun thing to try).