Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Krelus on October 09, 2008, 06:19:54 pm

Title: Fun with the Colossus table entry
Post by: Krelus on October 09, 2008, 06:19:54 pm
I'm not sure who placed the Colossus's center-of-rotation, but he has given us much hilarity. It should be noted that I wasn't actually trying to get hit. Seriously, that scared the living hell out of me.

http://www.xfire.com/video/30ba7/

Also, for your daily dose of "wtf", I give you:

http://www.xfire.com/video/30c02/

At some point I tried to commit suicide, but I apparently glitched through that leg-type thing on the bottom o_O

More Colossus shenanigans to come, if I ever have another large chunk of free time. Enjoy.
Title: Re: Fun with the Colossus table entry
Post by: Droid803 on October 09, 2008, 06:33:53 pm
You should have made yourself invulnerable...and put two colossi which will bat your ship back and forth XD
Title: Re: Fun with the Colossus table entry
Post by: Krelus on October 09, 2008, 06:37:15 pm
You should have made yourself invulnerable...and put two colossi which will bat your ship back and forth XD

I tried to have the Colossus smack a Fenris into me, but for some reason the Fenris just sticks to the nose until it blows up.
Title: Re: Fun with the Colossus table entry
Post by: Rodo on October 09, 2008, 07:34:15 pm

I tried to have the Colossus smack a Fenris into me, but for some reason the Fenris just sticks to the nose until it blows up.

I think that's because there is no newtonian laws over freespace, something that always seemed off in the game, like ships coming to a complete stop on space if they do not accelerate.
But as some have said before, it's a game... so it's ok.
Title: Re: Fun with the Colossus table entry
Post by: eliex on October 09, 2008, 08:31:00 pm
It would be fun to create a Colossus-scale (haha what a pun, it's "colossal!") kinetic weapon to knock cruisers and destroyers around the place. 
Title: Re: Fun with the Colossus table entry
Post by: Mura on October 09, 2008, 08:38:18 pm
mhh, maybe if you play with the values for the morning star in the tables you can get such weapon... anyone can tell more about this?
Title: Re: Fun with the Colossus table entry
Post by: Galemp on October 09, 2008, 09:41:21 pm
The reason the Colossus' pivot was set so far back can be seen in Their Finest Hour in retail. The explosion that splits the hull into two propogating chunks is SUPPOSED to start at the pivot. This is done for dramatic effect, as the entire Colossus now pitches forwards towards the player and takes twice as long to blow up as it normally would.

Somehow this was 'fixed' in the SCP, so now the Colossus just looks silly while it turns without any advantages to compensate.

Mantis'd.
Title: Re: Fun with the Colossus table entry
Post by: Krelus on October 09, 2008, 11:25:39 pm
mhh, maybe if you play with the values for the morning star in the tables you can get such weapon... anyone can tell more about this?

Theoretically, if you made a weapon with a stupidly high mass number you could do it. Unfortunately it seems to misbehave if you set weapon mass high enough... It stops pushing and just rotates the target really really fast. I just tested it. I would have loved to make a hacked weapon that'd send the Lucy careening away at 2000 meters per second... *sigh*
Title: Re: Fun with the Colossus table entry
Post by: Agent_Koopa on October 09, 2008, 11:32:48 pm
A weapon that spins the Lucifer like a top would be even better, IMO.

"OH NO THE LUCIFER IS CHARGING ITS BEAM CANNONS"

"OH HO HO HO, COMMAND, YOU FORGET I HAVE THE SECRET SUPER WEAPON!"

"OF COURSE ALPHA 1 ACTIVATE PLAN DELTA GAMMA THREE"

"cut to whirling Lucifer"
Title: Re: Fun with the Colossus table entry
Post by: Herra Tohtori on October 09, 2008, 11:33:11 pm
mhh, maybe if you play with the values for the morning star in the tables you can get such weapon... anyone can tell more about this?

Theoretically, if you made a weapon with a stupidly high mass number you could do it. Unfortunately it seems to misbehave if you set weapon mass high enough... It stops pushing and just rotates the target really really fast. I just tested it. I would have loved to make a hacked weapon that'd send the Lucy careening away at 2000 meters per second... *sigh*


It makes sense if you think about it.

What happens when you have a bottle standing on a table, and you apply force on it's lower part? The result varies depending on the force. If you push gently enough, the bottle slides on the table. If you whack it with your hand, you'll see the bottle pivoting around it's center of gravity rather than moving forward.

In other words; when you hit something so that the impulse (or force) vector is not aligned with the center of gravity, it causes a momentum, which tries to make the thing you hit rotate.

You would have to hit targets "dead center" with a stupidly high-massed gun to make them primarily move backwards rather than rotating. Undoubtedly, the physics is messed up in FS2 too, but there is a modicum of realism in this behaviour... to some extent anyway.
Title: Re: Fun with the Colossus table entry
Post by: Krelus on October 10, 2008, 12:21:06 am
mhh, maybe if you play with the values for the morning star in the tables you can get such weapon... anyone can tell more about this?

Theoretically, if you made a weapon with a stupidly high mass number you could do it. Unfortunately it seems to misbehave if you set weapon mass high enough... It stops pushing and just rotates the target really really fast. I just tested it. I would have loved to make a hacked weapon that'd send the Lucy careening away at 2000 meters per second... *sigh*


It makes sense if you think about it.

What happens when you have a bottle standing on a table, and you apply force on it's lower part? The result varies depending on the force. If you push gently enough, the bottle slides on the table. If you whack it with your hand, you'll see the bottle pivoting around it's center of gravity rather than moving forward.

In other words; when you hit something so that the impulse (or force) vector is not aligned with the center of gravity, it causes a momentum, which tries to make the thing you hit rotate.

You would have to hit targets "dead center" with a stupidly high-massed gun to make them primarily move backwards rather than rotating. Undoubtedly, the physics is messed up in FS2 too, but there is a modicum of realism in this behaviour... to some extent anyway.

The really baffling thing is, when I cranked the weapon mass up to about 99999999999999999999, it actually caused the target to move TOWARDS me o_O I think that's a case of the physics engine just not being capable of handling such a huge force. I had even more 9's before, but that just caused the ship in question to simply stop existing.

On a side note, I wonder if Shivans can get motion sick...
Title: Re: Fun with the Colossus table entry
Post by: TrashMan on October 10, 2008, 06:34:42 am
The reason the Colossus' pivot was set so far back can be seen in Their Finest Hour in retail. The explosion that splits the hull into two propogating chunks is SUPPOSED to start at the pivot. This is done for dramatic effect, as the entire Colossus now pitches forwards towards the player and takes twice as long to blow up as it normally would.

Somehow this was 'fixed' in the SCP, so now the Colossus just looks silly while it turns without any advantages to compensate.

Mantis'd.

How is fixing Colossusses pivot point a bug? It just looks daft trying to turn. The advantage of a normal pivot point is NORMAL behaviour..
Title: Re: Fun with the Colossus table entry
Post by: nvsblmnc on October 10, 2008, 07:11:23 am
The explosion propogation point was fixed - the colossus remains the Baseball Bat of DoomTM.
Title: Re: Fun with the Colossus table entry
Post by: lostllama on October 10, 2008, 07:34:05 am
FS pong would be awesome.
Title: Re: Fun with the Colossus table entry
Post by: Colonol Dekker on October 10, 2008, 08:41:14 am
It's already been done, it's going in my mod......Forgot where the original thread is though :p
Title: Re: Fun with the Colossus table entry
Post by: DarthWang on October 14, 2008, 12:17:00 am
mhh, maybe if you play with the values for the morning star in the tables you can get such weapon... anyone can tell more about this?

Theoretically, if you made a weapon with a stupidly high mass number you could do it. Unfortunately it seems to misbehave if you set weapon mass high enough... It stops pushing and just rotates the target really really fast. I just tested it. I would have loved to make a hacked weapon that'd send the Lucy careening away at 2000 meters per second... *sigh*


It makes sense if you think about it.

What happens when you have a bottle standing on a table, and you apply force on it's lower part? The result varies depending on the force. If you push gently enough, the bottle slides on the table. If you whack it with your hand, you'll see the bottle pivoting around it's center of gravity rather than moving forward.

In other words; when you hit something so that the impulse (or force) vector is not aligned with the center of gravity, it causes a momentum, which tries to make the thing you hit rotate.

You would have to hit targets "dead center" with a stupidly high-massed gun to make them primarily move backwards rather than rotating. Undoubtedly, the physics is messed up in FS2 too, but there is a modicum of realism in this behaviour... to some extent anyway.

The really baffling thing is, when I cranked the weapon mass up to about 99999999999999999999, it actually caused the target to move TOWARDS me o_O I think that's a case of the physics engine just not being capable of handling such a huge force. I had even more 9's before, but that just caused the ship in question to simply stop existing.

On a side note, I wonder if Shivans can get motion sick...

You hit it so hard you knocked it right out of time and space! :eek:
Title: Re: Fun with the Colossus table entry
Post by: terran_emperor on October 14, 2008, 04:17:47 am
You should put the second video to "Leekspin" and "You spin me right round"
Title: Re: Fun with the Colossus table entry
Post by: Colonol Dekker on October 14, 2008, 07:21:32 am
Must, restain, from, stabbing, pete, byrne...................GODIHATEHIM/HER?"?!?!?

 :sigh: *phew, This went way off topic :lol:
Title: Re: Fun with the Colossus table entry
Post by: Stormkeeper on October 14, 2008, 11:35:03 am
Like I was telling Shadow, there's something to be had where the Colossus fends off an entire Shivan fighter wave by spinning .............................................................. ....or not.
Title: Re: Fun with the Colossus table entry
Post by: zonination on October 14, 2008, 06:00:32 pm
mhh, maybe if you play with the values for the morning star in the tables you can get such weapon... anyone can tell more about this?

Theoretically, if you made a weapon with a stupidly high mass number you could do it. Unfortunately it seems to misbehave if you set weapon mass high enough... It stops pushing and just rotates the target really really fast. I just tested it. I would have loved to make a hacked weapon that'd send the Lucy careening away at 2000 meters per second... *sigh*


It makes sense if you think about it.

What happens when you have a bottle standing on a table, and you apply force on it's lower part? The result varies depending on the force. If you push gently enough, the bottle slides on the table. If you whack it with your hand, you'll see the bottle pivoting around it's center of gravity rather than moving forward.

In other words; when you hit something so that the impulse (or force) vector is not aligned with the center of gravity, it causes a momentum, which tries to make the thing you hit rotate.

You would have to hit targets "dead center" with a stupidly high-massed gun to make them primarily move backwards rather than rotating. Undoubtedly, the physics is messed up in FS2 too, but there is a modicum of realism in this behaviour... to some extent anyway.

The really baffling thing is, when I cranked the weapon mass up to about 99999999999999999999, it actually caused the target to move TOWARDS me o_O I think that's a case of the physics engine just not being capable of handling such a huge force. I had even more 9's before, but that just caused the ship in question to simply stop existing.

On a side note, I wonder if Shivans can get motion sick...

You hit it so hard you knocked it right out of time and space! :eek:

Think JFK.
He was shot in the head, and he moved TOWARD the bullet, because the exit side essentially exploded. F=ma, and since there was more exiting mass than there was entering, JFK's head moved toward the bullet rather than away from it.

Same with the Colossus. You probably shot it with a mass large enough to cause it to explode on the other side.

Either that or the physics engine is broken.
Title: Re: Fun with the Colossus table entry
Post by: Droid803 on October 14, 2008, 06:03:15 pm
Think JFK.
He was shot in the head, and he moved TOWARD the bullet, because the exit side essentially exploded. F=ma, and since there was more exiting mass than there was entering, JFK's head moved toward the bullet rather than away from it.

Same with the Colossus. You probably shot it with a mass large enough to cause it to explode on the other side.

Either that or the physics engine is broken.

I'm more inclined to believe the Physics engine is broken :P
I don't think I've ever seen explosions from the other side in FS. Then again, I've never played with stupidly huge mass values.
Title: Re: Fun with the Colossus table entry
Post by: Krelus on October 14, 2008, 08:26:17 pm
JFK's head movement was probably caused by involuntary catastrophic muscle spasm. The bullet did not contain an explosive device, so to suddenly have a force vector appearing in the opposite direction of the bullet makes no sense whatsoever.

ANYwho, I will agree with the above poster: it's just the physics engine being given something it was never intended to calculate.