Author Topic: Higher Collision Damage?  (Read 7938 times)

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Offline Retsof

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Higher Collision Damage?
Pretty simple, shouldn't it knock off more than a few percent when you run into something solid at full speed?  How would one fix this?
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Offline Droid803

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Re: Higher Collision Damage?
Yea...the fact that you can ram into a 2.1 km long block of steel at 150m/s and only get minor scratches is...weird.
That, or fighters are actually exceedingly tough.
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Offline Woolie Wool

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Re: Higher Collision Damage?
They can withstand direct hits from kiloton-level nuclear missiles. Hitting another ship at 150 mph or so shouldn't do **** to them. And no, the mass of the other ship doesn't really count unless it's a head-on collision. T-boning an Orion wouldn't be much different from T-boning a Poseidon.
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Offline Zoltan

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Re: Higher Collision Damage?
I kind of like this idea, but for a different reason. I think that this would make the ai considerably more proficient at killing things.
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Offline blowfish

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Re: Higher Collision Damage?
I just looked through the code, and it appears to be pretty hard-coded at the moment.  This might make a nice ai_profiles flag though...

 
Re: Higher Collision Damage?
Couldn't you just scale up the density? :confused:
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Re: Higher Collision Damage?
They can withstand direct hits from kiloton-level nuclear missiles. Hitting another ship at 150 mph or so shouldn't do **** to them. And no, the mass of the other ship doesn't really count unless it's a head-on collision. T-boning an Orion wouldn't be much different from T-boning a Poseidon.

Uhm... Try hitting a unshielded fighter with a cyclops/helios.




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Offline Zoltan

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Re: Higher Collision Damage?
They can withstand direct hits from kiloton-level nuclear missiles. Hitting another ship at 150 mph or so shouldn't do **** to them. And no, the mass of the other ship doesn't really count unless it's a head-on collision. T-boning an Orion wouldn't be much different from T-boning a Poseidon.

Uhm... Try hitting a unshielded fighter with a cyclops/helios.




Total incineration.

The Fury is a 3 kiloton weapon. What now?
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Offline Wanderer

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Re: Higher Collision Damage?
For immeadiate fixes... Try playing on higher difficulty level. Collision damage is scaled by that (amongst other things). Actually it seems the code is doing awfully lot of work with seemingly realistic physics until the scaling begins to figure out the collision damage.
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Re: Higher Collision Damage?
I kind of like this idea, but for a different reason. I think that this would make the ai considerably more proficient at killing things.

       By things you mean themselves right?


some other guy said
Quote
The Fury is a 3 kiloton weapon. What now?

     3 kilotons? Where do you get this from?

 

Offline Zoltan

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Re: Higher Collision Damage?
I kind of like this idea, but for a different reason. I think that this would make the ai considerably more proficient at killing things.

       By things you mean themselves right?


some other guy said
Quote
The Fury is a 3 kiloton weapon. What now?

     3 kilotons? Where do you get this from?

Tech Description:
Quote
Small, fast dumbfire missiles - fired in swarms - GTA fighters can carry more Fury missiles than conventional missiles, due to their small size - used for distraction and other tactical measures - very small payload (3 Kt).

And by "some other guy", you mean me both times right? :lol:
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Offline Jeff Vader

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Re: Higher Collision Damage?
And by "some other guy", you mean me both times right? :lol:
Hmm. Seems to be his style, if he has to quote two different people in the same post. Ach, don't get offended. I've also been "Some other guy" or something like that.
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14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
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Re: Higher Collision Damage?
Quote from: Tech Description:
Small, fast dumbfire missiles - fired in swarms - GTA fighters can carry more Fury missiles than conventional missiles, due to their small size - used for distraction and other tactical measures - very small payload (3 Kt).

That makes me wonder if they still use kilotons of TNT, or did they switch to some other (weaker) explosive somewhere in the next couple centuries...
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Offline Woolie Wool

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Re: Higher Collision Damage?
Almost certainly TNT, even if they no longer use TNT. TNT makes a nice benchmark, and there's no reason to change it.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

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--General Battuta

 

Offline Snail

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Re: Higher Collision Damage?
Well for realism I doubt a Fury is equivalent to 2000 tons of TNT.

 

Offline Zoltan

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Re: Higher Collision Damage?
Well for realism I doubt a Fury is equivalent to 2000 tons of TNT.

Then you certainly won't like that a swarm of hornets has a significantly larger yield than that of Fat Man and Little Boy combined...
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Offline blowfish

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Re: Higher Collision Damage?
Yeah.  I wouldn't trust those numbers.  1) They are ridiculously high and 2) They create inconsistencies when comparing them to actual damage (compare the fury to the harbinger).

 

Offline Snail

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Re: Higher Collision Damage?
Yeah.  I wouldn't trust those numbers.  1) They are ridiculously high and 2) They create inconsistencies when comparing them to actual damage (compare the fury to the harbinger).
Yes, but I don't think the kilotons of FS are kilotons of TNT, but some other stuff.

 

Offline Zoltan

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Re: Higher Collision Damage?
Yeah.  I wouldn't trust those numbers.  1) They are ridiculously high and 2) They create inconsistencies when comparing them to actual damage (compare the fury to the harbinger).
Yes, but I don't think the kilotons of FS are kilotons of TNT, but some other stuff.

I completely disagree. I think that Volition had TNT in mind, but both did not know what they were talking about, and did a half-assed job writing the tech descriptions.
"A child of five would understand this. Send someone to fetch a child of five." - Groucho Marx

 
Re: Higher Collision Damage?
Yeah.  I wouldn't trust those numbers.  1) They are ridiculously high and 2) They create inconsistencies when comparing them to actual damage (compare the fury to the harbinger).
Yes, but I don't think the kilotons of FS are kilotons of TNT, but some other stuff...


... that's super-destructive, but ships are designed specifically to absorb that particular explosive, thus negating a majority of the damage. But all other explosives are even more suckish...
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