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Gez wrote:Okay, why is it realistic that ballistic projectiles (i.e., not self-propelling objects) acquire more energy over distance? This seems highly counter-intuitive and I'd like to have an explanation for the physics involved.
ChronoSeth wrote:Gravity?
Game logic runs per tic. Projectiles move Speed units per game tic. Unless your projectile speed is non-constant (due to in-state velocity modification), Distance = Speed * Lifetime-Tics. Even with varying velocity you can still add up travel distance each tic.Spottswoode wrote:No, time is not a better modifier than distance because it cannot take projectile speed into account.
Edward-san wrote:ChronoSeth wrote:Gravity?
:nitpick:
Only in a planet without air and if you're shooting from higher z to lower z position (gravity is a conservative force btw).
Otherwise (still in the planet) ... air resistance, air resistance ... it will slow every projectile to a certain speed, which depends on the mass of the projectile and the air composition, because it compensates the gravity force.
ChronoSeth wrote:Refer to the second line of my post.
ChronoSeth wrote:When has physics ever made sense within it?
Graf Zahl wrote:Gez wrote:Okay, why is it realistic that ballistic projectiles (i.e., not self-propelling objects) acquire more energy over distance? This seems highly counter-intuitive and I'd like to have an explanation for the physics involved.
Physically it's nonsense, plain and simple.
It's also not quite as easy to implement as it is written here and considering the limited appeal of something this weird, I take the easy solution...
Gez wrote:Okay, why is it realistic that ballistic projectiles (i.e., not self-propelling objects) acquire more energy over distance? This seems highly counter-intuitive and I'd like to have an explanation for the physics involved.
XutaWoo wrote:...I'd still like easy damage falloff or rampup over time, considering how much hell it is to modifiy a projectile's damage.
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