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Gravitation issue


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#1 IxxxI

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Posted 15 February 2012 - 10:05 PM

We are going to fight on (and for) various planets as it promissed in FAQ, so, basing on 'realistic' approximation, every planet ought have different gravitation comparing to standard Earth's g. Following the same approximation, gravitation should affect many aspects of combat: vehicles top speed, projectives flight parameters, jumpjets, consequences of falls an so on. I know that realization of such physical model adds pain in ar.. for developers, but may I just wonder if we can expect gravitation issue?


P.S. Does anyone have knowlege on gravity realization in CryENGINE®3?

Edited by IxxxI, 15 February 2012 - 10:32 PM.


#2 Ghost73

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Posted 15 February 2012 - 10:09 PM

Acceleration due to gravity is a single constant in most physics engines. Changing a single variable in a program is not difficult to do. However, I can't predict the effects on gameplay it would have.

#3 Convaras Bloodskorn

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Posted 15 February 2012 - 10:16 PM

I feel like this falls under that broad category of things that would be realistic, but both fluffy and detracting from the fun of the game. Also, I can see the vast implications such as those you mentioned above being a nightmare to mess with just for the sake of an added sense of realism.

#4 IxxxI

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Posted 15 February 2012 - 10:27 PM

View PostGhost73, on 15 February 2012 - 10:09 PM, said:

Acceleration due to gravity is a single constant in most physics engines. Changing a single variable in a program is not difficult to do. However, I can't predict the effects on gameplay it would have.


I can recall simple gravity realization in Mechwarrior 2 games, it affected top speed only, AFAIK.

#5 Prosperity Park

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Posted 15 February 2012 - 10:32 PM

Adjustable Gravity FTW!!!

Small planet -> jumpjet boost!

#6 HATER 1

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Posted 15 February 2012 - 10:44 PM

the only real adjustments from gravity would be from mech speed reductions/increases. the missiles and ballistic weapons would just need to rainbow more for the range, and the mechs fire control computer would compensate for that. munition speeds would be roughly the same, they just accelerate down faster.

weather and atmosphere type dictate the real variables in weapon fire.

#7 Anvil Dragon

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Posted 15 February 2012 - 11:07 PM

Gravity I would tend to group under the larger heading of environment. High gravity would give an advantage to energy weapons and cause the most problems for LRMs. Dense fog / dust gives energy weapons problems. Depending on interpretation, a high argon atmosphere might be a problem specific to particle/ionizing weapons like PPCs.

We may not see it at first but I do see various changes from planet to planet that give an additional advantage to some mechs/weapons and a disadvantage for others.

#8 Nik Van Rhijn

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Posted 16 February 2012 - 04:30 AM

Most inhabited planets would be within a close % of 1g simply because that is where humans are most comfortable. Effects would be negligable and compensated for by the mechs computers. Weather and other environmental effects would have more effect.

#9 MetalKid

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Posted 16 February 2012 - 06:28 AM

View PostHATER-1, on 15 February 2012 - 10:44 PM, said:

the only real adjustments from gravity would be from mech speed reductions/increases. the missiles and ballistic weapons would just need to rainbow more for the range, and the mechs fire control computer would compensate for that. munition speeds would be roughly the same, they just accelerate down faster.

weather and atmosphere type dictate the real variables in weapon fire.


The non laser weapons would be affected more than that. Sure, the computer can compensate to make sure the munitions reach their target, but their range will be less in heavier gravity. The system isn't going to be able to push more energy into the firing of these weapons.

I would think that jump jets, mech speed/acceleration, and the range of non-laser weapons would be affected by gravity.

However, the other question becomes... If you are on a world that is 1.2 g of Earth, that means that that 100 ton atlas now becomes 120 tons... That might be a can of worms the devs wouldn't want to open...

#10 MaddMaxx

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Posted 16 February 2012 - 10:04 AM

Let's not forget the density of the atmosphere at various altitudes as well. Can't do Gravity with accounting for atmospheric compensation at 12000ft above sea level.

#11 Electus

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Posted 23 February 2012 - 04:35 AM

View PostIxxxI, on 15 February 2012 - 10:05 PM, said:

We are going to fight on (and for) various planets as it promissed in FAQ, so, basing on 'realistic' approximation, every planet ought have different gravitation comparing to standard Earth's g. Following the same approximation, gravitation should affect many aspects of combat: vehicles top speed, projectives flight parameters, jumpjets, consequences of falls an so on. I know that realization of such physical model adds pain in ar.. for developers, but may I just wonder if we can expect gravitation issue?


P.S. Does anyone have knowlege on gravity realization in CryENGINE®3?


CryENGINE2 has nice gravity realization, so I'm sure that CryENGINE3 would have it with much more reason. Crysis - (Core) is the chapter that uses zero gravity with first person navigation, enemy confrontation and floating objects.

#12 FinnMcKool

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Posted 23 February 2012 - 09:29 PM

The Mechwarrior 2 games had it, Why would it be hard?
you dont have to answer that , since I know it maybe something more to do , but it isnt hard.

I swear the Consoles have ruined an entire generation of gamers, they have no idea how they have been manipulated into excepting weak, ect.ect.ect..

Stand up ,dont take that MS. ect.ect.ect.

I really do fear that we are going to go into another Dark Age the way things are going.

#13 Mautty the Bobcat

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Posted 24 February 2012 - 01:22 AM

For the most part if this is implemented at all, I would recommend it sticking to affecting top speeds, acceleration/deceleration, and jump jet height and fall speed. That would give it realistically basic and fun effects, while not becoming too complicated and interfering with players that don't want to have to take a training course just to effectively compensate.

#14 MaddMaxx

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Posted 24 February 2012 - 12:21 PM

Ya! Here is a scenario for you's. Taking the Shot. ;)

"Maxx, take the Shot!"

"Yes sir, hang on a sec." Gets calculator out of Coolant Vest. Range/.0456 * acceleration factor .245

"Ummm Boss, which way is the wind blowing and how hard?"

"What! Take the GD shot already"

"Almost there Boss!" Range/.0456 * acceleration factor .245 (swirling left to right) %.238 X.012 Sight line zulu.

"Ok Boss, I am ready now. Boss! Boss! WT? Where did everybody go? That is three drops in a row. It ain't funny no more Boss!"

K.I.S.for us S.'s

Edited by MaddMaxx, 24 February 2012 - 12:22 PM.


#15 Dirk Le Daring

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Posted 27 February 2012 - 05:37 PM

View PostMetalKid, on 16 February 2012 - 06:28 AM, said:


The non laser weapons would be affected more than that. Sure, the computer can compensate to make sure the munitions reach their target, but their range will be less in heavier gravity. The system isn't going to be able to push more energy into the firing of these weapons.

I would think that jump jets, mech speed/acceleration, and the range of non-laser weapons would be affected by gravity.

However, the other question becomes... If you are on a world that is 1.2 g of Earth, that means that that 100 ton atlas now becomes 120 tons... That might be a can of worms the devs wouldn't want to open...



this would be an interesting thing to see, the Atlas is rated at 100 Tons, so if it were operating in that environment, it would make sense to reduce it's mass to the rated weight for the chassis.Having to strip 20 tons from somewhere. After all ,machines are built to a specification and exceeding that is often a bad thing :)

Atmospheric density would increase with gravity too, so there would be thicker atmospheres, imagine a duststorm on a high-g world :) thicker air and it would hold a lot more dust too i would imagine :)

Edited by Dirk Le Daring, 29 February 2012 - 08:05 PM.


#16 Zhanna Kerensky

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Posted 28 February 2012 - 10:33 PM

I would imagine it would not be such a big hindrance from a programming point of view, not necessarily more challenging than programming a mech's movement, for instance, in/under water, in a tornado, in a blizzard, and in a sandstorm depending on the forces to which the mech/pilot is exposed.

Frankly, I would love to see different gravity scenarios on planets at some stage but also inside/outside space stations/ships (as described in some Battletech novels) ...

#17 FinnMcKool

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Posted 28 February 2012 - 10:44 PM

Wow you just gave me an idea for some interesting maps; what if there was a huge storm in the middle of a battle? could happen on any map? think of an atlas in a tornado !, may change the out come of any battle?

(could you imagine the DEVs playing "God")

#18 Zhanna Kerensky

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Posted 01 March 2012 - 05:51 PM

Glad to have been of service :-) ... I will open another thread that will also touch this topic soon ...

#19 TimberJon

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Posted 01 March 2012 - 07:01 PM

Honestly, an Atlas 100 ton chassis can probably withstand 120 tons of actual weight just due to the fact that all the components and joints are overengineered to withstand a rediculous amount of impact, jarring, heat, falling down, etc... walking slowly in the rear guard, you can probably add anywhere between 10-20% additional equipment on any 'Mech chassis above the light class.

Just an observation, I am NOT saying 'Mechs should be able to carry more than their rated weight.

#20 Zakatak

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Posted 01 March 2012 - 08:28 PM

MWLL has an asteroid map with gravity around 3m/s^2. It's pretty cool actually.

I support variable gravity. 10m/s^2 being the "standard".





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