Bug #27275
High velocity collisions are not detected.
0%
Description
When flying very fast trought other rockets, game doesnt calculate collisions between frames which leads rockets just to go trought without collisions.
Ideas for this:
1) Stretch collision box on velocity direction with velocity multiper which takes on account of current velocity and fps.
)Other idea is to have detect vector to do same than at 1) without stretching collision boxes.
On My opinion these vectors or streches should be pointed to retrograde direction so collision doesnt happen too soon. If ship has same vehicle collision system that should be taken on account when programming this.
History
#1 Updated by [email protected] over 3 years ago
In time warp you can even go through planets with high speeds and a warp of 10k-100k
#2 Updated by [email protected] over 3 years ago
Not sure why someone would down vote something like this.
#3 Updated by Anth12 over 3 years ago
I havent really had issues with this.
Only 'bug' I know of is that a craft in space will phase through another when timewarp is on.
#4 Updated by [email protected] over 3 years ago
I have issue on this when i am trying to do high velocity (over 3000m/second intercept) missiles to hit targets. That feeling when you get intercept to show in millimeters and then it just phase trought. Happens over 800m/s speeds, if you calculate 800/your fps you get distance which your ship warps trought, for me its over 5 meters jumps if running 144fps. So if you know lenght of your missile and radius of your target you have to calculate maximum speed you can approach to get 100% kill.
#5 Updated by [email protected] over 3 years ago
- File 9MM INTERCEPT.sfs 9MM INTERCEPT.sfs added
- File GOING IN.sfs GOING IN.sfs added
#6 Updated by [email protected] over 3 years ago
Did upload couple intercept quicksaves, both are from same game. 1800m/second velocity difference but very big target so it might, or might hit, depending on CPU, fps, craft orientation and luck.