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In shotBullet high drag ammunition incorrectly calculates velocity decay at high initial speeds.
Closed, ResolvedPublic

Description

When ammunition has airFriction values around -0.045 or so and above velocity decay seems to be incorrectly handled when the initial velocity is very high (2000+m/s). It happens much faster than should be, and over the course of a single frame the round will go from initial velocity to 0m/s.

This is most noticed when between the distance that the round is spawned and when it reaches zero velocity it intersects something. This intersect speed is much lower than should be as well.

I am not sure what is causing this, but it seems like shotBullet, at the very least, does not calculate the impact velocity properly during intersection under these conditions.

Details

Legacy ID
443790075
Severity
None
Resolution
Open
Reproducibility
Always
Category
Game Physics
Steps To Reproduce

I can provide a reproduction addon and mission at request.

Event Timeline

Nou edited Steps To Reproduce. (Show Details)Oct 30 2013, 12:48 AM
Nou edited Additional Information. (Show Details)
Nou set Category to Game Physics.
Nou set Reproducibility to Always.
Nou set Severity to None.
Nou set Resolution to Open.
Nou set Legacy ID to 443790075.May 7 2016, 5:16 PM

Can you provide something for us to test this problem?

Nou added a subscriber: Nou.May 7 2016, 5:16 PM
Nou added a comment.Oct 30 2013, 12:56 AM

Yea, I can get an addon and mission up in a bit.

MadDogX added a subscriber: MadDogX.May 7 2016, 5:16 PM

Mass closing ancient tickets with no activity this year; assume fixed or too trivial etc.

If this issue is still relevant in current dev build, please create a new ticket referencing this one and request for it to be re-opened.