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The Great Mass'ening #460
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Changes: YML
Changes any yml files
Priority: 4-Low
Should be resolved at some point
Size: 1-Very Large
For especially large issues/PRs
Status: Needs Discussion
Must be discussed
Type: Rework
Large changes to a system, like a mix between the Balancing, Codebase, and Respace labels
Comments
This was referenced Jun 15, 2024
DangerRevolution
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Jul 1, 2024
# Description Part of #467, #460, and #474 This is a small PR that corrects a math error in SharedGunSystem, causing shell casings to be "Thrown" directly downwards instead of in an actually cinematic and exciting arc. While I'm at it, I also corrected the fixture of base shell casings to favor "Bounciness", and decreased its mass to approximately 100 grams. Finally, I added a sound for when casings bounce off of walls, which wasn't present before. https://github.com/Simple-Station/Einstein-Engines/assets/16548818/56bb4ecc-d5eb-4b36-853b-42f05374150d 🆑 - fix: Spent bullet casings now fly away from a shooter in a cinematic manner, rather than fall at their feet. Co-authored-by: Danger Revolution! <[email protected]>
VMSolidus
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Jan 4, 2025
# Description Hardsuits are base set to deal 30 damage when colliding with someone, which makes sense if you assume they are fucking heavy. But they currently weigh 5kg. After a quick google search, I found that the Apollo Program EVA Suits weighed 68kg. So to make this simple, I set the weight of the Vacsuit Parent to 68kg, and the Hardsuit Parent to 100kg. My assumption is that Hardsuits and Tacsuits are typically armored, either with radiation shieleding or ballistic plates, so they should be MUCH heavier. This has a desired effect that Space Wind is significantly less likely to throw hardsuits at people. I wrote this calculator to automate solving for density. https://www.desmos.com/calculator/xniuqcjmfe Part of #460 # Changelog :cl: - tweak: Vacsuits now weigh 68kg instead of 5kg. This matters for Space Wind being a lot less likely to throw them at people. - tweak: Hardsuits and Tacsuits now weigh 100kg instead of 5kg. Also for space wind. They deal 30 damage on throw collision, so it's pretty important that space wind needs a lot of oomph to throw them across the room.
Spatison
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to Spatison/wwdpublic
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Jan 15, 2025
# Description Hardsuits are base set to deal 30 damage when colliding with someone, which makes sense if you assume they are fucking heavy. But they currently weigh 5kg. After a quick google search, I found that the Apollo Program EVA Suits weighed 68kg. So to make this simple, I set the weight of the Vacsuit Parent to 68kg, and the Hardsuit Parent to 100kg. My assumption is that Hardsuits and Tacsuits are typically armored, either with radiation shieleding or ballistic plates, so they should be MUCH heavier. This has a desired effect that Space Wind is significantly less likely to throw hardsuits at people. I wrote this calculator to automate solving for density. https://www.desmos.com/calculator/xniuqcjmfe Part of Simple-Station/Einstein-Engines#460 # Changelog :cl: - tweak: Vacsuits now weigh 68kg instead of 5kg. This matters for Space Wind being a lot less likely to throw them at people. - tweak: Hardsuits and Tacsuits now weigh 100kg instead of 5kg. Also for space wind. They deal 30 damage on throw collision, so it's pretty important that space wind needs a lot of oomph to throw them across the room. (cherry picked from commit 5f8ac59413f269cd609c1f9b3bce3a4ac4e970cd)
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Labels
Changes: YML
Changes any yml files
Priority: 4-Low
Should be resolved at some point
Size: 1-Very Large
For especially large issues/PRs
Status: Needs Discussion
Must be discussed
Type: Rework
Large changes to a system, like a mix between the Balancing, Codebase, and Respace labels
Description
99% of all in-game objects obtain their Physics Component and Fixtures Component from BaseItem, which has resulted in nearly every object in the entire game sharing the same weight of only 5 kilograms. This game has a surprising variety of physics systems that actually care about the mass of objects, so it's pretty much a crime against humanity that every object has the same mass.
Throwing objects involves a set amount of force being applied as an impulse. If every object weighs the same, that means players throw them all with the same force.
Bullet casings weigh FIVE KILOGRAMS, and are ejected by this same throwing system, so their astoundingly high weight means they go pretty much nowhere. Even the bullet casings should have different weights, so that they can be launched with their own unique velocity.
Physics Based Air Throws #342 reworks Space Wind to respect an object's mass, but every item having the same mass means they all get yeeted with the same force. This is wildly incorrect.
I would like for most of the game's items to have mass relatively accurately reflect a real world expectation of mass. This is primarily done by adjusting their fixture density. Not every item must be individually set, in most cases there are Parent hierarchies of similar items, such that if all the items that share a Parent are essentially identical to each other in mass, then only their parent needs to have its Mass fixed.
FOR ANYONE WISHING TO TACKLE THIS. PLEASE DON'T JUST DO EVERY ENTITY AT ONCE.
Stick to one or two files at a time, only one if it's a mega file containing just a shitton of entities, and no more than 5 if it's a category of mini-yml files containing 1 or 2 entities.
Here is a graphing calculator preloaded with the necessary equations for setting Mass via fixture density.
https://www.desmos.com/calculator/izclvpllru
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