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Author Topic: Woooooah there 'lil doggie  (Read 1257 times)
beaujob
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« on: October 23, 2001, 02:09:51 PM »

I like to drop the hav from extremely high altitudes on my bridges to see how resilient they are to stress, and it seems to me that the speed of the hav is capped.  ':('

Any thoughts?  If it is indeed capped, it should be uncapped, at least for freefall anyway.

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"And once again, the day is saved thanks to the Powerpuff Girls."
baggio
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« Reply #1 on: October 24, 2001, 09:27:28 PM »

Quote: from mendel on 5:31 pm on Oct. 24, 2001
In original BB, getting rid of the cars makes the engine accelerate to infinity... or close :-)
That was cool.  In god mode, I broke the engine from the rest of the train, and I got it going about that fast in Pontifex. ':)'

It also seems odd to me that you can't test a level with 0 cars. Why can't I just use the engine. Lilke the HAV, but with an ability to run on its own?

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beaujob: I wouldn't mind doing kung-fu in the shadow of a bridge that I built while death and a clown get it on in the bathtub next door, but that's a long ways off.
Entroper
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« Reply #2 on: October 23, 2001, 02:21:56 PM »

I think the speed of the train is capped too.  I've tried to make levels with a huge approach slope to get the train moving quickly, but it doesn't really work.  I wanted to make a jump and have the player try to build something strong enough to catch the train.  ':)'
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Entroper
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Entroper
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« Reply #3 on: October 25, 2001, 11:10:25 AM »

The HAV does seem to be able to go faster than trains, but a 10-car train seems to be about as slow as a 1-car train when running down a slope.
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Entroper
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JohnK
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« Reply #4 on: October 23, 2001, 02:52:13 PM »

Perhaps things reach terminal velocity quickly in the Pontifex world. ':)' It may be that the speed of objects is limited in order to simplify the physics calculations, but I doubt it. Just one more physics bug which is not that damaging, but big enough to get noticed.
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« Reply #5 on: October 25, 2001, 01:21:35 PM »

It's probably friction caused by all those gearwheels and pistons and things. Probably. Or something.
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Calastigro
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« Reply #6 on: October 23, 2001, 07:34:17 PM »

as kvinge said, TERMINAL VELOCITY.  speed is capped in the real world (for falling, that is), so why not in a good phisiks engine?
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baggio
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« Reply #7 on: October 25, 2001, 09:35:28 PM »

Quote: from Entroper on 12:10 pm on Oct. 25, 2001
The HAV does seem to be able to go faster than trains, but a 10-car train seems to be about as slow as a 1-car train when running down a slope.
Have you tried seeing the difference going up a slope... the 10-car train seems to do a better job.  Momentum maybe?
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beaujob: I wouldn't mind doing kung-fu in the shadow of a bridge that I built while death and a clown get it on in the bathtub next door, but that's a long ways off.
beaujob
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« Reply #8 on: October 23, 2001, 09:33:49 PM »

Terminal velocity, as I understand it, is caused by air resistance, so like, when a skydiver reaches about 200 mph, his body offers so much drag that he can go no faster.  I really don't think that the Immortal Engine takes any air resistance into account.  And if it did, a bullet-nosed train doesn't offer so much resistance that the train would have its speed reduced at all on an incline.
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"And once again, the day is saved thanks to the Powerpuff Girls."
falkon2
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« Reply #9 on: October 26, 2001, 01:34:34 AM »

Maybe all the cars have engines too
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Calastigro
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« Reply #10 on: October 23, 2001, 09:48:28 PM »

While they don't have 'air resistance', per se, could they not inpliment a terminal velocity as faux air resistance?  Same deal with lots of programming stuff:  Make it look like you did more work than you actually did.

Is it not reasonable that a game impliments a common rule of phizzicks without the cause for the rule (ie: chicken, but no egg)?

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baggio
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« Reply #11 on: October 26, 2001, 02:56:13 AM »

Quote: from falkon2 on 2:34 am on Oct. 26, 2001
Maybe all the cars have engines too
Why am I still up? No, I know that isn't true.  I've had bridges where only the engine has fallen off. Then the rest of the cars started backing down the slope with the engine hanging off the bottom.
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beaujob: I wouldn't mind doing kung-fu in the shadow of a bridge that I built while death and a clown get it on in the bathtub next door, but that's a long ways off.

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« Reply #12 on: October 23, 2001, 10:12:05 PM »

Give CL a break it doesn't make much difference whether or not objects stop accellerationg at a certian point. and capped speed on the ground is actually pretty realistic.
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beaujob
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« Reply #13 on: October 26, 2001, 10:29:34 AM »

Yeah, I've noticed that a train will be able to go up a steeper slope in hard mode than in normal mode, on complex level 16.  Don't think it's intertia, because the train doesn't start with any speed before it hits the incline.
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"And once again, the day is saved thanks to the Powerpuff Girls."
Entroper
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« Reply #14 on: October 24, 2001, 08:30:32 AM »

I don't think speed should be uncapped.  kvinge was onto something, it could lead to serious problems with collision detection when objects move too far between calculations.  I'd just like to see the cap increased since the train really doesn't move very fast at all at its top speed.  It seemed to be able to move much faster in the original Bridge Builder.
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Entroper
Programmer, Serious Fortress Team
http://www.seriousfortress.com
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