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Game engine physic


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Raindog_ #1 Posted 26 February 2020 - 04:58 PM

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Hello, i was wondering if anyone did notice that the engine has troubles to calculate the right impact angle between shells and tank mesh colliders when target tanks are moving from medium to high speed; i noticed an inconsistent behaviour that result in a lot of ricochets when firing at moving targets even if the angle of penetration would allow a penetration for a static one, not sure if the physic engine calculate the right frame of impact as if the target would be a static object or if velocity is into the formula for calculating the odds of penetration, in wich case this erratic behaviour would explane itself.

Any clue ?

Thanks tankers.


Edited by Raindog_, 26 February 2020 - 04:59 PM.


NUKLEAR_SLUG #2 Posted 26 February 2020 - 05:10 PM

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Probably more a lag thing and where your aiming isn't quite where you hit. 

DiSaBor #3 Posted 26 February 2020 - 05:32 PM

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Maybe with the tank moving speed considered, the impact angle is not as straight as it seems to be ? :hiding:

Edited by DiSaBor, 26 February 2020 - 05:32 PM.


Raindog_ #4 Posted 27 February 2020 - 07:49 PM

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View PostDiSaBor, on 26 February 2020 - 05:32 PM, said:

Maybe with the tank moving speed considered, the impact angle is not as straight as it seems to be ? :hiding:

In my opinion the "speed"  factor should be out of the formula, the game should consider the frame of the impact as a single frame and calculate only the angle between the shell collider and the tank collider, anyway i am collecting a bunch of video in wich i show the issue....it will take me sometime.



NUKLEAR_SLUG #5 Posted 27 February 2020 - 07:52 PM

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View PostRaindog_, on 27 February 2020 - 07:49 PM, said:

In my opinion the "speed"  factor should be out of the formula, 

 

It's not part of the formula now. 



NekoPuffer_PPP #6 Posted 28 February 2020 - 12:17 AM

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View PostRaindog_, on 26 February 2020 - 04:58 PM, said:

Hello, i was wondering if anyone did notice that the engine has troubles to calculate the right impact angle between shells and tank mesh colliders when target tanks are moving from medium to high speed; i noticed an inconsistent behaviour that result in a lot of ricochets when firing at moving targets even if the angle of penetration would allow a penetration for a static one, not sure if the physic engine calculate the right frame of impact as if the target would be a static object or if velocity is into the formula for calculating the odds of penetration, in wich case this erratic behaviour would explane itself.

Any clue ?

Thanks tankers.

 

Moving targets in general or just wheeled vehicles? Those are notorious for their shell-absorbing wheels (their hull is actually so small, it's very easy to miss, and the wheels protrude beyond the hull's outline).

 

View PostDiSaBor, on 26 February 2020 - 05:32 PM, said:

Maybe with the tank moving speed considered, the impact angle is not as straight as it seems to be ? :hiding:

 

Considering the speed difference between a moving tank (30-60km/h) and a tank shell (3.000-4.000km/h)...it wouldn't make any noticeable difference.






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