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Falling Velocity In 1.3.307


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#1 vortmax

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Posted 29 July 2014 - 10:53 AM

The patch notes say the following are the velocities at which mechs will start taking damage:
  • Light 'Mechs start taking damage at 37 m/s
  • Medium 'Mechs start taking damage at 34 m/s
  • Heavy 'Mechs start taking damage at 32 m/s
  • Assault 'Mechs start taking damage at 30 m/s

Are these the actual values? If so, this is a HUGE nerf to falling damage, as instead of falling at the previous 30 ft/s (9.14 m/s, or 20.5 mph) to receive damage , an assault mech will have to be falling at 30 m/s (98.4 ft/s, or 67.1 mph) to receive damage.
Perhaps the values above are actually in ft/s?

#2 Erox

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Posted 29 July 2014 - 10:55 AM

They just changed the ft/s in m/s. In a gravity field with ~10m/s² your mech has 30m/s after 1s. That's just wrong! How can somebody make an error at so simple physics?

Edited by Erox, 29 July 2014 - 10:56 AM.


#3 vortmax

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Posted 29 July 2014 - 10:58 AM

View PostErox, on 29 July 2014 - 10:55 AM, said:

They just changed the ft/s in m/s. In a gravity field with ~10m/s² your mech has 30m/s after 1s. That's just wrong! How can somebody make an error at so simple physics?

So, it appears PGI pulled a NASA: Changed label without actually changing the units.

The values in the HUD and listed above are actually in ft/s, unless PGI is using a very high m/s^2 number for the gravity constant.

Edited by vortmax, 29 July 2014 - 11:01 AM.


#4 Erox

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Posted 29 July 2014 - 11:05 AM

View Postdaemur, on 29 July 2014 - 11:03 AM, said:

The unit changed and not the number. So brace for impact when you are plummeting at 300+ km/h. It all still functions the same and is actually a reduction in damage.

But you cannot simply change the unit. You have to use the conversion factor too.

#5 Ironwithin

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Posted 29 July 2014 - 11:08 AM

View PostErox, on 29 July 2014 - 11:05 AM, said:

But you cannot simply change the unit. You have to use the conversion factor too.


But they can, as you see. :(

#6 Erox

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Posted 29 July 2014 - 11:10 AM

Why is that number displayed, if the number is wrong?

#7 Jabilo

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Posted 29 July 2014 - 11:11 AM

Just like in the missing module thread, I am not sure whether to laugh or cry :(

#8 vortmax

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Posted 29 July 2014 - 11:11 AM

View Postdaemur, on 29 July 2014 - 11:03 AM, said:

The unit changed and not the number. So brace for impact when you are plummeting at 300+ km/h. It all still functions the same and is actually a reduction in damage.

I've been informed that the gravity constant for mechs is different than gravity constant for everything else (e.g. ballistic rounds). Ah, well. I shall set scientific accuracy aside so I may enjoy blasting walking mechanized units.

#9 Reiss

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Posted 29 July 2014 - 11:12 AM

View Postdaemur, on 29 July 2014 - 11:03 AM, said:

The unit changed and not the number. So brace for impact when you are plummeting at 300+ km/h. It all still functions the same and is actually a reduction in damage.

Indirectly making fun of Erox and vortmax doesn't make your math right.

If we have a gravitational acceleration of around 10m/s² = 1g, after a second of free fall you have a speed of 10m/s not 30...
We can just change the unit to multiples of the speed of light and fall with 30 c after a second... doesn't make it right but allows faster than light travel

Back to physics class....

#10 kuangmk11

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Posted 29 July 2014 - 11:13 AM

Just take the number out and put a little warning light dot in its place if you are descending too fast

#11 Isabelle

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Posted 29 July 2014 - 11:16 AM

Essentially along with the unit change the planets we are fighting on got an increase in mass by a factor of approximately 3.28 (thus increasing gravitational acelleration from 9.8 m/s (32.2 ft/s) to 32.2 m/s).

Also interesting fact I can jump off the top of the alpine mountain with my 12 JJ spider and reach a falling velocity that is 4 times faster than my running speed (once converted to m/s ofc)

If they want to make the planets we're on the mass of Earth (roughly), what would need to be done is dividing the falling acceleration by the factor of 3.28ish and then to keep the falling damage the same also divide the minimum speeds for falling damage (and speeds at which damage ramps up) by the same amount. Of course having nice round numbers is nice, so there might need to be some rounding involved in the conversion.

I will admit I'm more amused by it than upset (since it really doesn't effect the game play), especially that my spider can reach falling speeds of over 720kph (200m/s).

Edited by Isabelle, 29 July 2014 - 11:22 AM.


#12 Ironwithin

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Posted 29 July 2014 - 03:23 PM

I bet there's someone in the PGI/IGP-offices not getting the point and going "WHAT?! We changed the stupid unit to m/s like they wanted and they are STILL complaining?!"

#13 LastPaladin

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Posted 29 July 2014 - 03:33 PM

View PostErox, on 29 July 2014 - 11:10 AM, said:

Why is that number displayed, if the number is wrong?


LOLOLOL... just this:



(Substitute PGI for Chinatown, and there you go!)

View PostIsabelle, on 29 July 2014 - 11:16 AM, said:

I will admit I'm more amused by it than upset (since it really doesn't effect the game play), especially that my spider can reach falling speeds of over 720kph (200m/s).


Now, if only PGI would install a trampoline on tourmaline, we could leap off the spires on to it, and be rebounded at escape velocity. Who needs dropship pickups?

#14 vortmax

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Posted 29 July 2014 - 03:47 PM

View Postdaemur, on 29 July 2014 - 11:03 AM, said:

The unit changed and not the number. So brace for impact when you are plummeting at 300+ km/h. It all still functions the same and is actually a reduction in damage.


Perhaps my weather software can just change the unit label on temperature without applying the proper conversions. That way when someone sees it's 25 degrees C outside they go out in shorts and a t-shirt...

and freeze.

Then I'd get laughed at for bad QA. Hence why I don't do that.


Is there a reason that the values are what they are? Are they really "ft/s" or are they just a number generated from the game engine and the label is there as an afterthought?

If it is just a number with no actual units (or something in the engine like "voxels per millisecond"), then perhaps using the label of "km/hr" might be a closer approximation:

30 ft/sec = 32.9 km/hr
37 ft/sec = 40.6 km/hr

Change the label, tweak the values for damage, and we'll call it good.

Edited by vortmax, 29 July 2014 - 03:48 PM.


#15 Lexx

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Posted 29 July 2014 - 03:57 PM

Something seems to be glitched with the new fall damage in this latest patch.

I was in a Huggin on frozen city and both my legs were yellow. My leg armor was gone, but I still had plenty of internal structure left. I did a little 5 meter hop and both my legs blew out from underneath me, killing me instantly.

I didn't even jump high enough to take any fall damage from it, and the worst it should have done is turn my legs orange. I don't think that it's working as intended at all.

#16 Troutmonkey

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Posted 29 July 2014 - 05:13 PM

View PostLexx, on 29 July 2014 - 03:57 PM, said:

Something seems to be glitched with the new fall damage in this latest patch.

I was in a Huggin on frozen city and both my legs were yellow. My leg armor was gone, but I still had plenty of internal structure left. I did a little 5 meter hop and both my legs blew out from underneath me, killing me instantly.

I didn't even jump high enough to take any fall damage from it, and the worst it should have done is turn my legs orange. I don't think that it's working as intended at all.

Same thing happened to me prepatch in my Cicada. Running along flat ground on Tourmaline, full leg armour. Next second, lag spike and then suddenly both my legs are yellow and the armour's all gone.

#17 DeathlyEyes

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Posted 29 July 2014 - 09:20 PM

Posted Image

Edited by SLDF DeathlyEyes, 29 July 2014 - 09:20 PM.


#18 Ironwithin

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Posted 29 July 2014 - 09:26 PM

View Postvortmax, on 29 July 2014 - 03:47 PM, said:

...
Is there a reason that the values are what they are? Are they really "ft/s" or are they just a number generated from the game engine and the label is there as an afterthought?
...


Cryengine does its math in ft/s in this case and they just throw the result on your HUD, as a PGI-employee pointed out when the unit-inconsistency was first discussed.

#19 ShinVector

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Posted 30 July 2014 - 12:55 AM

Wow... Really PGI guys ONLY changed the labels from ft/s to m/s...
My god the 'quality' we are seeing here... :)

#20 Pain Killer

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Posted 30 July 2014 - 02:22 AM

View Postvortmax, on 29 July 2014 - 03:47 PM, said:

perhaps using the label of "km/hr" might be a closer approximation:

30 ft/sec = 32.9 km/hr
37 ft/sec = 40.6 km/hr

Change the label, tweak the values for damage, and we'll call it good.


I bet adding a unit conversion formula isn't that hard, either. It's the damage figures where the root of evil is - tweaking these to values that would seem fair to everyone is no small feat for sure and is going to take some time.





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