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Deceleration vs Dead Stop


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#1 ManDaisy

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Posted 07 March 2012 - 04:08 PM

The X key vs the S key.

Honestly there is a big difference between the two.

S would be the kind of deceleration that is like tapping the brakes in a car until you can get the thing slow enough to safely put it in reverse.

X is like slamming the foot brake and Cranking the Hand brake.

My point is that X should have a higher rate of deceleration you can do with S. It should also be a lot rougher. While S deceleration should be based on engine power and mech weight, X deceleration should be based on current speed and mech weight as the nature of slowing down is different.

In S scenario, opposing power is used to gradually slow something down, with forward power winding down and backward power increasing

In X scenario, ALL of the opposing power, is used to stop hard suddenly in backward power. No forward power is outputted.

#2 Vexgrave Lars

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Posted 07 March 2012 - 04:19 PM

Praying for a solid Physics engine, and more importantly.. really good Gyros!

#3 Orzorn

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Posted 07 March 2012 - 04:23 PM

In Mechwarrior: Living Legends, performing a dead stop builds up heat proportional to your initial speed before you stopped. This is to represent the extra work a mech must do to stop in its tracks.

#4 Kedoyn

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Posted 07 March 2012 - 04:24 PM

agreed and given the detail they dove into for something as basic as 'throttle' and turn left/right I'm getting the impression they are having deep discussions around even basic piloting mechanics I'm very hopeful that mech piloting might really be 'taken to the next level'

#5 wwiiogre

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Posted 07 March 2012 - 04:27 PM

humanoid mech uses humanoid mechanics, how long does it take to slow down from full speed run? How man steps if you want to remain standing. Realizing there is no fatigue from the mech, just the pilot having to make the decision. As a former athlete (old and broken now), I had 4.5 second 40 yard speed in a 250 pound body and could make very fast cuts and come to a complete stop in just a step of two depending on what kind of surface I was on and the nature of the shoes I wore.

I assume that mechs are using humanoid mechanics and that the bigger they are, the longer it takes them to get to speed and the longer it takes them to slow down. Pure physics, as the devs have already talked about variations in torso twisting speeds and types of mechs I bet they already have this covered. Especially since they are already talking about seconds to achieve target info and then locks etc. Think everything in this game is gonna work over time, this means less twitch and better planning and piloting and managing of info and fire discipline should and will be rewarded. Sorry young boys, but he who twitches first may just be wasting the shot and gaining heat to fall to an older wiser and more steady hand.

so happy right now,

chris

#6 Bullwerk

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Posted 07 March 2012 - 04:28 PM

I think this is a plausible thing to implement given the technology they are working with. I mean physics is part and parcel to the CryEngine 3 development package.

#7 GDL Logi

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Posted 07 March 2012 - 04:34 PM

sorry, but a dead stop doesn´t make any sense. you know such stuff like the newton mechanics is telling : NOOOOOOO WAAAAY

#8 Wraith 1

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Posted 07 March 2012 - 05:47 PM

Another point to consider, is the momentum of the upper torso. This game cannot be like a FPS while being accurate in terms of physics because of the huge amount of mass in the torso/arms of the 'mech.

#9 CeeKay Boques

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Posted 07 March 2012 - 06:00 PM

Don't worry, dead stop means you drop to your knees and slide into a crouch, which you can use to go under a bridge. It's totally canon.

In my new Houserules I just made up.

#10 TimberJon

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Posted 07 March 2012 - 06:15 PM

Aye need good gyros. But the devs are paying attention to not only physics but also battletech construction and components. You can decelerate but dead stop won't brake you in a second. Deceleration is for reducing your speed so that you can approach somewhere at a slower pace.

The dead stop button makes sense because just like with your PC, a high priority command gets resource priority. So in your multi million c-bill (or billion dollar) 'Mech a high priority stop command would use alot of computer power to focus gyro, engine, actuator and myomer power to work together to stop the 'mech ASAP. This makes sense to me because I would want to stop myself from going over into a Ravine I could barely see a second ago or some other fall scenario. I don't mind.

Edited by TimberJon, 07 March 2012 - 06:19 PM.


#11 TimberJon

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Posted 07 March 2012 - 06:27 PM

Oh two further observations:

1) the mech might have a % chance to fall based on tonnage or top heaviness, and also the additional factor of damage below the turret.
2) the all-stop command, due to the peak computer power that might be required, should break your target lock above level one.

How bout that.

#12 FinnMcKool

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Posted 07 March 2012 - 09:37 PM

what about skidding or sliding ?

does surface or terrain change things ?

#13 TimberJon

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Posted 07 March 2012 - 11:11 PM

Finn thats a good one. I was going to say what about icy surfaces, or oil slick surfaces. Can you blow a hole in some chemical tanks that have oil or coolant, or say mineral oil and slip around on the ground? Kind of like trying to drive around in the sandpits in a racing car game.

#14 Ray Mason

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Posted 08 March 2012 - 04:48 AM

I understand it at the kind of system a helicopter or a zero gravity fighter needs – when you’re moving it’s a combination of vectors and the computer offers much more precise and faster way to slow down to zero motion For example you’re at 8kmph, you tap the S key once and end up at 2kmph reverse… the controls are increments of X which offers better acceleration for the cost of precision.





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