Collision Fix

A place to post suggestions for new features, new bugs, and comments about the existing code.
Camaro
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Post by Camaro »

Dogbones wrote:QUOTE (Dogbones @ Sep 24 2006, 05:26 PM) Camaro and I just gave it a whirl, I don't think it is going to be as bad as you may think.

We were ramming cons, ramming each other, ramming bombers. It hurts a bit more, but not that much more. It is just the situations where you could be immune while ramming that will be changed, and that is a good thing.
granted i was ramming in a lt int vs an adv fig...

need to test hvy int
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smikke
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Post by smikke »

Both should take the same amount of damage, as is the case in real life too.
Raveen
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Post by Raveen »

An interesting future possibility would be to add 'Damage Classes' for each shield/hull type to add as multipliers to the current even damage distribution.

So say you make Med hull very tough vs util then ints would be able to ram cons and miners with relative impunity. But if Small shield is very weak relative to cons then a single gentle ram might wipe them out.

In an ideal case this would be defined by the core file like all the other damage classes so I guess that this is an idea that will have to wait for the much vaunted new core file project. YP, how far did you get with your core file replacement project?
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madpeople
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Post by madpeople »

Terralthra wrote:QUOTE (Terralthra @ Sep 25 2006, 02:54 AM) Look at it this way, TB. This gives a gigantic gameplay advantage. A ramming B is not the same as B ramming A. Two fighters ramming each other, one with depleted shields, one with shields unloaded, will not do identical damage to each other, even if all other things are equal.

Is that really what you want?
well, i know if i ram a bomber with shields up, it will most likely pod me, i also know i need to take its shields down for me to safley ram.

but knowing that does introduce a interesting tacticle problem, when to mount and un-mount shields in fighters. usually you just keep your shields up, but if it is advantagous to un-mount them during combat and sacrifice time when they could be charging :think:
Terralthra wrote:QUOTE (Terralthra @ Sep 25 2006, 07:26 AM) Define "the hitter."
http://www.freeallegiance.org/forums/index...ost&p=29610
hitter is the one traveling faster, how much of a hitter they are, depends on speed diff
^^ imo it should be. i made some nice equations in that post.

its also cool, because if your ship is going faster than it should, say a int being pushed by a tac scout, or going faster thanks to the aleph boost effect, you do more damage than you would normally (because the hit modifier is greater than one if colision speed if higher than shipAmaxSpeed + shipBmaxSpeed)
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 25 2006, 08:04 AM) Yep. Who do you consider the hitter? When I fly a bomber straight forward into an int, does he hit me or do I hit him? Often I have the intention of hitting him to get an additional 10 KB which can change the outcome of the base attack. Of course the int has the intention of hitting me to slow me down.
At the moment it is possible, that I as a bomber get huge amounts of damage, just because I entered the sector earlier (or later), while he flies on untouched. Of course it could be the other way round, it is a question of pure chance.
for me its largley based on the bombers shields if me as the rammer gets killed or not

if it is just based on who entered then i say its the one who entered last is the hitter, as they launched to D after seeing the bomber enter.

QUOTE The code change is not in any of that. The only effective change was in the calculation of the two ships' hit points. Ship1's HP was hullHP + (if shield) ShieldHP, Ship2's HP was hullHP or, (if shield), ShieldHP. It was a BLATANT typo on the original coders' part. The place this comes up most frequently was in ramming ships with depleted shields, as their effective HP is basically nil, you would receive no damage from ramming them (thus the scouts ramming a con infinitely).[/quote]now i am slightly confused.

the above post makes it look like were not talking about changing hitter/hitee equations, but something about if one party has a shield or not.

changing it so both use the same hull+shield value seems ok, but changing it so both recieve the same damage and removing the advantage ot the hitter doesn't.
_SRM_TheBored wrote:QUOTE (_SRM_TheBored @ Sep 25 2006, 02:08 AM) Whatever, there is nothing one person can do :(

TB
so true, this gives me de-ja-vu of the mouse flight in launch animation thread thread. me and some others complained that it may not be too good, got told to try it and see, you will like it... the bitching was endless.. until it got fixed /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

well, here we are again, i hope db is right about it not being so noticiable

well, if there is a great uproar, i soooo told you so /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
if not, then you were lucky that it was a change that wasn't so noticable as mouse flight, and only those who ram often notice it.

well, am gonna have to beta test it so i can check all the "i commented when it was being talked about", "i did beta test it", "and here i am again now" boxes when someone says why didn't you say something earlier when it was being added?
SpaceJunk
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Post by SpaceJunk »

Probably I'm rusty with physics maths, but, why do you mess with speed in both formulas?

I mean, in a perfect car crash (in the vacuum, no friction), it's the same if one car at 120mph hits another at 0mph, than two cars at 60mph hitting each other.

So speed must be the same factor on both formulas. Only changes mass (bounce) and relative shields/hulls (damage modifiers).

Like:

Speed = Here calc collision vectors and relative collision speed.

BounceFactor = ((Hull1 + Shield1 * 2) - Mass1) + ((Hull2 + Shield2 * 2) - Mass2)

You drop some constants at that formula above and you get that the more heavy hulled, heavy shielded and light mass are both ships, the more bouncy they are and the less damage is done. Remember there's no friction in space, damage is just about how many intertial energy is applied to the object and not bounced away.

DamageTo1 = Speed * (Hull2 + Shield2 / 2) / BounceFactor <- more constants needed for adjustment
DamageTo2 = etc.

Ramming a 4000Hp hull with a 100Hp ship at high speed will do little damage to the big dude and will kill the paper hulled one, if not enough inertial energy is wasted in bouncing. Tho, if the little dude can reach a really high speed, he may do a decent damage, yet dieing anyway, cos the ship acts like a bullet.

Heavy scouts would be really bouncy, as they have decent hull / shield yet light mass. They would do and receive less damage.

Ints would do and take high ramming damage: high hull + high speed + low bouncing.

And so on...
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madpeople
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Post by madpeople »

which two forumlas?
Terralthra wrote:QUOTE (Terralthra @ Sep 25 2006, 12:59 AM) Ship 1's damage = Ship2hp * (2.0f * ship1vel + ship2vel) / (Ship2hp + (2.0f * ship1vel + ship2vel) )
Ship 2's damage = Ship1hp * (2.0f * ship2vel + ship1vel) / (Ship2hp + (2.0f * ship2vel + ship1vel) )
wtf is the "f" 2.0f is it saying its supposed to be a floating point number or something? or some weird constant that i havnt heard of (abit like e or PI() )
Raveen
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Post by Raveen »

madpeople wrote:QUOTE (madpeople @ Sep 25 2006, 10:16 AM) so true, this gives me de-ja-vu of the mouse flight in launch animation thread thread. me and some others complained that it may not be too good, got told to try it and see, you will like it... the bitching was endless.. until it got fixed /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

well, here we are again, i hope db is right about it not being so noticiable

well, if there is a great uproar, i soooo told you so /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
if not, then you were lucky that it was a change that wasn't so noticable as mouse flight, and only those who ram often notice it.

well, am gonna have to beta test it so i can check all the "i commented when it was being talked about", "i did beta test it", "and here i am again now" boxes when someone says why didn't you say something earlier when it was being added?
The difference here is that, instead of a feature (that was strongly voted for by the community if you recall) this is a plain and simple fix of a bug in the code. Why should your shield state or your relative time of entry mean that you take next to no damage from a collision? The fix merely plugs a hole in the existing code that people have got used to.

It's almost like the lag hackers complaining if there is a fix brought in to prevent it. It's just that in this case the bug is used so commonly that we don't notice it.
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madpeople
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Post by madpeople »

QUOTE Why should your shield state[/quote]because when your shield is down, energy is diverted from your hull structural integrity manifolds to re-generate your shields

Raveen wrote:QUOTE (Raveen @ Sep 25 2006, 10:55 AM) The difference here is that, instead of a feature (that was strongly voted for by the community if you recall) this is a plain and simple fix of a bug in the code.
QUOTE It's almost like the lag hackers complaining if there is a fix brought in to prevent it. It's just that in this case the bug is used so commonly that we don't notice it.[/quote]
people complian about lag hacking, people have opinions on mouse launch.

noone has said "OMG i so shouldn't have died from that ram", or "wtf? why didnt he die"
juckto
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Post by juckto »

QUOTE noone has said "OMG i so shouldn't have died from that ram"[/quote]Actually, I have said that.

GT vs GT on a late night DM. 2 scouts on the initial scout rush (ie completely equal tech) spot each other and, being bored, drive straight into each other. Head on collision. I think I had eaten 1 dumb while he had dodged both of mine.
After the collision, I am at about a quarter hull, and my opponent is at two thirds sheild.

madp, whatever you want to argue, that is just not right.
Last edited by juckto on Mon Sep 25, 2006 10:22 am, edited 1 time in total.
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
madpeople
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Post by madpeople »

juckto wrote:QUOTE (juckto @ Sep 25 2006, 11:21 AM) Actually, I have said that.
oh ok, first i've heard of it

QUOTE I think I had eaten 1 dumb while he had dodged both of mine.[/quote]
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