player.ship.velocity and Witchspace jump.

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Capt. Murphy
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player.ship.velocity and Witchspace jump.

Post by Capt. Murphy »

I noticed doing the Nova mission that the Station exploding imparts a significant velocity to the player which is still in place after the Galactic Hyperspace jump. It's a little disconcerting, and logically I would have thought velocity should be reset to thrustVector on exiting witch space.
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Re: player.ship.velocity and Witchspace jump.

Post by Eric Walch »

Capt. Murphy wrote:
a significant velocity to the player which is still in place after the Galactic Hyperspace jump.
Probably also after a normal jump. Fixed now in r 4662.
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Re: player.ship.velocity and Witchspace jump.

Post by JazHaz »

Eric Walch wrote:
Capt. Murphy wrote:
a significant velocity to the player which is still in place after the Galactic Hyperspace jump.
Probably also after a normal jump. Fixed now in r 4662.
Is that velocity or speed? If the latter, then it's not working in rev 4663.
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Re: player.ship.velocity and Witchspace jump.

Post by Eric Walch »

JazHaz wrote:
Eric Walch wrote:
Capt. Murphy wrote:
a significant velocity to the player which is still in place after the Galactic Hyperspace jump.
Probably also after a normal jump. Fixed now in r 4662.
Is that velocity or speed? If the latter, then it's not working in rev 4663.
Speed and velocity are two different things in Oolite. Speed is always set to 25% of maximum speed on entering a new system. Speed is always in the flight direction of the ship. But on top of the speed, the code adds a velocity that can be in a very different direction. Even in a backward direction. This can happen after an explosion or by the "kicker missile" from thargoid. Because velocity is mostly zero for the player, it was forgotten to explicitly set it to zero on jumping, while most other stuff like pitch and roll were set to zero.
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Re: player.ship.velocity and Witchspace jump.

Post by Micha »

Actually, on that, wouldn't it possibly make more sense to reset speed to absolutes when launching/hyperspacing, rather than %ages?
Having done some testing recently with a bleeding fast ship, you barely get time (ok, slight overstatement, but still) to pull up before crashing into the buoy when launching.
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Re: player.ship.velocity and Witchspace jump.

Post by Eric Walch »

Micha wrote:
Actually, on that, wouldn't it possibly make more sense to reset speed to absolutes when launching/hyperspacing, rather than %ages?
For me it would feel more natural that the speed is given by the wormhole itself and is independent from a ships max speed. So yes, a fixed speed for all ships would be better. It would also improve things when multiple ships exit the same wormhole. Now, when a faster escort follows its mother, there is a change it crashes into the back of a slow mother :lol:
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Re: player.ship.velocity and Witchspace jump.

Post by Switeck »

But this could also mean a shuttle might be given a speed greater than normal max. Using that as max possible speed should eliminate that potential problem with core Oolite ships. And for anything slower, they could slow down to max like coming off injectors.
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Re: player.ship.velocity and Witchspace jump.

Post by Thargoid »

Eric Walch wrote:
Speed and velocity are two different things in Oolite. Speed is always set to 25% of maximum speed on entering a new system. Speed is always in the flight direction of the ship. But on top of the speed, the code adds a velocity that can be in a very different direction. Even in a backward direction. This can happen after an explosion or by the "kicker missile" from thargoid. Because velocity is mostly zero for the player, it was forgotten to explicitly set it to zero on jumping, while most other stuff like pitch and roll were set to zero.
Also the retro rockets and the military fuel injectors will do this, not just the kicker missile.
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Re: player.ship.velocity and Witchspace jump.

Post by Micha »

Eric Walch wrote:
Micha wrote:
Actually, on that, wouldn't it possibly make more sense to reset speed to absolutes when launching/hyperspacing, rather than %ages?
For me it would feel more natural that the speed is given by the wormhole itself and is independent from a ships max speed. So yes, a fixed speed for all ships would be better. It would also improve things when multiple ships exit the same wormhole. Now, when a faster escort follows its mother, there is a change it crashes into the back of a slow mother :lol:
As this is a 'feature' and not a bug I'll add this to my post-MNSR TODO unless there are objections.
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Re: player.ship.velocity and Witchspace jump.

Post by Eric Walch »

Micha wrote:
As this is a 'feature' and not a bug I'll add this to my post-MNSR TODO unless there are objections.
I fully agree in waiting. It also match better the yet unused code that the player leaves the wormhole on the same spot as the npc he was following. I think it a bug fix but on playing with it,it feels like a new feature so its postponed till after MNSR. But leaving at one speed in those situation also helps the player colliding in the back of a slow ship when following it.

I see no problem of a shuttle launching above its max speed as it could be a wormhole feature that ejects all ship at a fixed speed.
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