player.ship.velocity and Witchspace jump.
Moderators: winston, another_commander, Getafix
- Capt. Murphy
- Commodore
- Posts: 1127
- Joined: Fri Feb 25, 2011 8:46 am
- Location: UK South Coast.
player.ship.velocity and Witchspace jump.
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.
Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: player.ship.velocity and Witchspace jump.
Probably also after a normal jump. Fixed now in r 4662.Capt. Murphy wrote:a significant velocity to the player which is still in place after the Galactic Hyperspace jump.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- JazHaz
- ---- E L I T E ----
- Posts: 2991
- Joined: Tue Sep 22, 2009 11:07 am
- Location: Enfield, Middlesex
- Contact:
Re: player.ship.velocity and Witchspace jump.
Is that velocity or speed? If the latter, then it's not working in rev 4663.Eric Walch wrote:Probably also after a normal jump. Fixed now in r 4662.Capt. Murphy wrote:a significant velocity to the player which is still in place after the Galactic Hyperspace jump.
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: player.ship.velocity and Witchspace jump.
JazHaz wrote:Is that velocity or speed? If the latter, then it's not working in rev 4663.Eric Walch wrote:Probably also after a normal jump. Fixed now in r 4662.Capt. Murphy wrote:a significant velocity to the player which is still in place after the Galactic Hyperspace jump.
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.UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: player.ship.velocity and Witchspace jump.
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.
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.
The glass is twice as big as it needs to be.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: player.ship.velocity and Witchspace jump.
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 motherMicha wrote:Actually, on that, wouldn't it possibly make more sense to reset speed to absolutes when launching/hyperspacing, rather than %ages?
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: player.ship.velocity and Witchspace jump.
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.
Re: player.ship.velocity and Witchspace jump.
Also the retro rockets and the military fuel injectors will do this, not just the kicker missile.Eric Walch wrote:Speed
andvelocity
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.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
Re: player.ship.velocity and Witchspace jump.
As this is a 'feature' and not a bug I'll add this to my post-MNSR TODO unless there are objections.Eric Walch wrote: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 motherMicha wrote:Actually, on that, wouldn't it possibly make more sense to reset speed to absolutes when launching/hyperspacing, rather than %ages?
The glass is twice as big as it needs to be.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: player.ship.velocity and Witchspace jump.
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.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 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.
UPS-Courier & DeepSpacePirates & others at the box and some older versions