Author Topic: Physics 101 (mass and moment of inertia in MVPs)  (Read 2867 times)

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Offline Shivan Hunter

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Physics 101 (mass and moment of inertia in MVPs)
I remember having the Amazon gyrate wildly at one point because its moment of inertia was ridiculously low, around three or four orders of magnitude below the retail value (and the reason for the bug was most likely that some of the values were something * 10^-16, IIRC approaching the machine epsilon for a double-precision float).

Herra just asked on IRC about the mass of the Herc, so I gave him the only value we have- PCS2 units. On a whim, I checked both the retail and mediavps values.

The retail value was 302.46. The MVP value was 3835.75. The moment of inertia is also off by, for some of the 3x3 matrix's cells, up to six orders of magnitude.

...

Are these values never used in FS? It seems to me that all of the mediavp values may be off by this much, probably for a long time now, and yet no one's ever reported any problems. When does the physics engine actually deal with these values where the insane differences may be noticeable? Kinetic weapons like the Morningstar, perhaps?

 :wtf:

[EDIT]: After looking at some more MVP models, it seems that most of them got it right and are using retail values. I just happened to find two that didn't. I don't have time to check all of them now but this still may be something that should be looked at.
« Last Edit: September 15, 2010, 08:50:40 am by Shivan Hunter »

 

Offline chief1983

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Re: Physics 101 (mass and moment of inertia in MVPs)
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Offline Topgun

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Re: Physics 101 (mass and moment of inertia in MVPs)
How does the mass units affect the game?

 

Offline Kusanagi

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Re: Physics 101 (mass and moment of inertia in MVPs)
When hitting or being hit by asteroids, weaponsfire, a Sathanis warping out...
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Offline T-LoW

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Re: Physics 101 (mass and moment of inertia in MVPs)
When hitting or being hit by asteroids, weaponsfire, a Sathanis warping out...

Thinking about that it would look pretty damn badass when a massive ship (destroyers upwards) warping out would suck the nearest smaller objects (fighters, asteroids) in the direction of the vortex. Not too strong so that the whole area gets messed up but a little push so that gameplay doesn't get damaged :)
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Offline headdie

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Re: Physics 101 (mass and moment of inertia in MVPs)
When hitting or being hit by asteroids, weaponsfire, a Sathanis warping out...

Thinking about that it would look pretty damn badass when a massive ship (destroyers upwards) warping out would suck the nearest smaller objects (fighters, asteroids) in the direction of the vortex. Not too strong so that the whole area gets messed up but a little push so that gameplay doesn't get damaged :)

I think from the way fighters behave when warping and the ursa's FS1 techroom what happens is the ship generates the portal and then flies into it rather than getting sucked in so unless the warping ship pushes the other ship into the portal then there is no effect, also I believe there is a mention of resonating hulls to subspace frequency in the bumph to do with subspace in the tech room so the other ship wouldn't get sucked in unless it was also warping.
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Offline T-LoW

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Re: Physics 101 (mass and moment of inertia in MVPs)
Hm, okay. But asteroids would. Because you can see the debris of the Bastion being sucked into the vortex :nod:
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Offline Shivan Hunter

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Re: Physics 101 (mass and moment of inertia in MVPs)
No, for the same reason just described above. The Bastion was already warping out, its atoms were already vibrating in phase with the technobabble jargon long words.