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Wind resistance.

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 Post subject: Wind resistance.
PostPosted: Thu Jan 25, 2007 10:50 pm 
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split from another thread....
gcamp wrote:
Quote:
Quote:
Alternate trajectory option for grenades etc. As it is, all weapons act like missiles. (Say you fire at 300 power from the top of a mountain. Shouldn’t the projectile reach a point where horizontal velocity is zero (due to air resistance)?)

There is ability to add a thrust amount and time to projectiles in v41. If nothing else, you will be able to fudge it with a small negative thrust.
Good point though.


Nice idea. I guess you are looking for a wind/air resistance.


That's something I've been thinking about for a while as well.
Might it be a good idea to add a <mass> tag and determine a "reverse thrust" using that? Whether that would assume all of the projectiles are the same in other dimensions or not, I would think that it would be a simple way to vary the wind resistance of heavier/lighter projectiles while allowing for future additions to the physics model.
On the other hand, a bullet that masses 10 g would be much more wind affected than a nuke with a mass of over 1000 kg..hmmm...
Maybe a <drag> tag or something might be better.....maybe we could even have it increased when in the water? ;)
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PostPosted: Tue Feb 13, 2007 11:08 am 
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The Scorch Fairy wrote:
Added: drag attribute to WeaponProjectile to allow a more realistic projectile motion


Is the drag configerable to how much drag you want?
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PostPosted: Tue Feb 13, 2007 12:16 pm 
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jdog wrote:
The Scorch Fairy wrote:
Added: drag attribute to WeaponProjectile to allow a more realistic projectile motion


Is the drag configerable to how much drag you want?


Yes.


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PostPosted: Thu Mar 22, 2007 11:33 pm 
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I want to revisit this, I actually have not checked out the feature, but it sounds as if this is a constant reverse acceleraton force? or is it a drag in percent of speed?

If constant, it isn't how wind resistance works. Given a high speed projectile from begin to end flight, If it is a small amount, it can be more or less similar to real wind resistance though.

take the case of a high arc projectile, it would have very low to 0 resistance at peak, where a low flight projectile would have a high resistance from begin to end.

just a thought. :P
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PostPosted: Thu Mar 22, 2007 11:39 pm 
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BOY wrote:
I want to revisit this, I actually have not checked out the
feature, but it sounds as if this is a constant reverse acceleraton force?
or is it a drag in percent of speed?

If constant, it isn't how wind resistance works. Given a high speed
projectile from begin to end flight, If it is a small amount, it can be more
or less similar to real wind resistance though.

take the case of a high arc projectile, it would have very low to 0
resistance at peak, where a low flight projectile would have a high
resistance from begin to end.

just a thought. :P


Well, isn't this sort of already in effect? Wind pushes all projectiles. If
you fire into the wind, it's blown into a different trajectory.

velocity drag slowing it as it moves is pretty much the same, isn't it?
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 Post subject:
PostPosted: Fri Mar 23, 2007 12:20 am 
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TBH, I haven't really played with this yet, but the drag works as a factor of the velocity. The drag value applies a force (each time step, 66 times per second by default), as follows:
force = -drag * velocity
Where the drag is the value from the xml, and the velocity is the current velocity of the projectile.

In short, yes it applies less force when the velocity is low (like at the apex of a high angle shot).


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 Post subject: Re: Wind resistance.
PostPosted: Fri Mar 23, 2007 1:05 am 
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cbx550f wrote:
....maybe we could even have it increased when in the water? ;)


IDEA :idea: !

how about a tag <when hit water action>

to make inflatable weapons that float when they touch the water... and torpedoes as underwater hogs, that activate on touch of water, or stabilize the vertical velocity when they hit the water... etc :D ?

\
..\
....\ <-- torpedo coming down
......\
------------------- <-- water level
.........\
............------------> <-- torpedo goes to flat and aims for targets in . a restricted range...
bye,

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PostPosted: Fri Mar 23, 2007 4:11 pm 
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@picci

The idea of weapons that act different in water is very, very wanted, and has been for the last few version
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 Post subject:
PostPosted: Fri Mar 23, 2007 8:20 pm 
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cbx550f wrote:
TBH, I haven't really played with this yet, but the drag works as a factor of the velocity. The drag value applies a force (each time step, 66 times per second by default), as follows:
force = -drag * velocity
Where the drag is the value from the xml, and the velocity is the current velocity of the projectile.

In short, yes it applies less force when the velocity is low (like at the apex of a high angle shot).


way cool, just checking. It seemed like this was going to be just the same as the WeaponAccelerate.

I dare someone to fine tune a weapon to have the right amount of thrust and time thrust combined with drag to result in the same trajectory as the current bombs with neither feature :P

aww man, there are so many cool missiles and bombs to try to duplicate! Freekin A!
Chopper:
I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..

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 Post subject:
PostPosted: Sat Mar 24, 2007 12:24 am 
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If all this thrust, drag, water effect, mass and wind resistance become available in the next version, think of the possibilities...

-Tons and tons and tons of new weapons...
-Better gameplay...
-A more realistic feeling...
-Great effects...
-More strategy...

OMG OMG OMFG!

I CAN'T WAIT!!!!!!!!!!!!!!
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