Project

General

Profile

Bug #27275

High velocity collisions are not detected.

Added by [email protected] almost 4 years ago. Updated almost 4 years ago.

Status:
New
Severity:
Low
Assignee:
-
Category:
Physics
Target version:
-
Start date:
02/13/2021
% Done:

0%

Version:
Platform:
Windows
Expansion:
Core Game
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

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.

9MM INTERCEPT.sfs (2.61 MB) 9MM INTERCEPT.sfs This hits target but phase trought most time [email protected], 02/18/2021 03:24 PM
GOING IN.sfs (2.61 MB) GOING IN.sfs This somehow hits target most time [email protected], 02/18/2021 03:24 PM

History

#1 Updated by [email protected] almost 4 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] almost 4 years ago

Not sure why someone would down vote something like this.

#3 Updated by Anth12 almost 4 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] almost 4 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.

#6 Updated by [email protected] almost 4 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.

Also available in: Atom PDF