Hmmm. Almost did add this to "awesome moments", but I guess it belongs here:
Argh. This should pretty much be impossible...but only turned out to be impossible to survive. Another Thargoid hive was waiting for it's destruction and I did help the navy with the Thargoid fleet first, as there were also a few traders stuck in space. Luckily a python did show up, offering them a refuel and those bugs ships where reduced to scrap metal.
I then did proceed towards the hive...but got masslocked by an approaching warship. "Guardian System Activated" *BANG* and I was low on energy. Those drones did activate while I was still slowing down from torus drive and hit my aft shields with such an immense force that there was almost no energy left. Lucky.
I reactivated torus drive and made my way towards the hive. Somehow the mass lock did only kick in while I was already INSIDE the hive Never been flying into a small openening this fast. My ship stood still much closer to the core than I've ever been before. I thought I was lucky again - but the attempt to turn around at 0 speed caused my Caduceus (stripped of all subentities in order to make this mission possible) to explode - apparantly the mass lock brought me so close to the core that the attempt to turn caused my ship to hit it. *GRRRR*
Deadly collisions with zero speed does look a bit strange to me.
I had a look at collision detection and it's damage dealing in the past, but couldn't really come up with a better formula, but I guess I'm not the only one who believes that zero-speed collisions should not have such a result?!?
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Collision damage problems
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- DaddyHoggy
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But if you're turning - you do not have zero speed - you have some speed in at least one plane! perhaps your rate of turn gave you sufficient speed at your extremes to result in death?
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Cmdr James
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I think it's a real issue...and highly unrealistic. When I accidentally dropped my SyQuest to the floor (ceramic!) it was unharmed. With Oolite, that would already be pretty high speed from 1.x m down and because the earth has such a big mass, it would cause the vaporization of the discCmdr James wrote:5 think damage is calculated based on speed difference and mass of two entities, so a low speed impact with something superhuge may cause unexpectedly high damage. another potential issue for big ships?
I guess that somehow the formula would require to transfer impact energy into movement away from that impact zone. However, there we are at some other strange feature: If a ship does survive and is pushed aside, it currently does get far too much powerful movements - and even if the player does use the injectors to come to a stop, as soon as the ship falls out of injector speed, it instantly moves backwards again.
I just wish I could come up with some great formulas to make these things a bit more realistic. Since I currently do not have that great idea, I did post it here, in the hope that someone else knows a good way to enhance these things.
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