Jump to content
EN
Play

Forum

[Declined] Flaw in physics model


Recommended Posts

Diagram of the flaw:

15ekemd.jpg

In the picture, black is the movement of the tank, red is the current in-game movement of the shot, and orange is the realistic movement that bullets (for lack of better word) should travel.

 

Let me explain the flaw, for any people who have not noticed it already. Since the tank is moving to the left (say at 5 m/s), and the bullet has only been given a acceleration perpendicular to the moving body, there is no possible way the actual movement of the bullet is perpendicular to the line of movement. The bullet should, instead be moving at, say 15 m/s (bullet speed) up, and 5 m/s to the left, due to the initial velocity of the tank.  For what is happening in game to happen in real life, one would have to aim slightly backwards, enough to cancel out the forward velocity of the tank.

 

Currently, if you are in combat and driving parallel to your enemy that is 20 meters away, you would need to aim forwards to hit. That is completely unrealistic, as you should be able to aim perpendicular to the line of motion, and hit the enemy if they are moving at the same speed.

 

Of course, the above situation is ideal. However, this flaw is almost ALWAYS in effect when using both twins and ricochet, unless the turret is aimed parallel to the line of motion.

 

Now, I can see a mod saying that this game is unrealistic in several other features, including the realisticness of freeze and several other turrets. However, this is quite a major flaw, and adds a large level of unrealisticness to the game that should not exist.


Also mods, please do not add this to a larger topic of physics flaws in the game (if one exists). This is a pretty major flaw that, in my mind, should be fixed.

 

-@Jwimmer

Share this post


Link to post
Share on other sites

Tanki is a simple shooter, so adding complicated mechanics like this won't really make the gameplay better. It will be a lot of extra hours of coding and testing spent on something that barely changes anything. Think about it - both Rico's and Twins' shots fly for about 1 second before they disintegrate, so if your suggested change gets implemented, the shots will move a maximum of about 10 meters sideways at maximum speed (with Wasp), which isn't that significant of a difference. It will only make aiming more difficult for newbies and annoying for experienced players, who will have to re-learn using the turret.

Share this post


Link to post
Share on other sites

Completely understandable. I didn't work out any of the math, but I know it would be incredibly confusing to code.

 

Also, this was not as much of a suggestion as it was pointing out the flaw. Didn't know where else to post this.

Share this post


Link to post
Share on other sites

Oh and....

what if the turret compensates the motion of the tank? What flaw? Tanki Online turrets are highly advanced with the turning calculation of the projectile as to make it keep the the line of fire.

Share this post


Link to post
Share on other sites

Omg!!! You thought of that but you didnt think to draw your line correctly?!!! It would be a straight line!!!! Not a curved one.

Good point. I haven't had physics class in like half a year so I'm a bit rusty

 

Oh and....

what if the turret compensates the motion of the tank? What flaw? Tanki Online turrets are highly advanced with the turning calculation of the projectile as to make it keep the the line of fire.

It could, but in both ricochet and twins, it appears that the tip of the gun itsself is what creates the projectile, so I don't see any way that the turret would give the bullet any acceleration in line with the tank's movement.

 

 

Once again, I was just pointing this out. The only way to fix it would be a full-blown update, and would be counterproductive than anything.

Share this post


Link to post
Share on other sites

And when fires driving, they shuld be more 1 sided fire (backwards) Example-Take lighter and swing it. In wich dirrection fire goes? Backwards. 

You understand that this is already in tanki?

And no, the flame doesnt go backwards, there is a flamable fluid squirted from the lighter [here: firebird] which as is sprayed, doesn't move anywhere, just flies up and falls down

Edit: And for you example - lighter, the liquid is sprayed realy gentle, for Firethrower it's sprayed around 80m far, so it has realy high power

ec1ecd8b82814c6aaa97a47c92c52110.png

Share this post


Link to post
Share on other sites

You understand that this is already in tanki?

And no, the flame doesnt go backwards, there is a flamable fluid squirted from the lighter [here: firebird] which as is sprayed, doesn't move anywhere, just flies up and falls down

Edit: And for you example - lighter, the liquid is sprayed realy gentle, for Firethrower it's sprayed around 80m far, so it has realy high power

27zmfl0.png

------------------------------------------------------------------------------------------->>

driving there

Share this post


Link to post
Share on other sites

 

27zmfl0.png

------------------------------------------------------------------------------------------->>

driving there

Well, yes i understand you. But in this case, the pressure of the flame is so high, that you cant actualy see that it's "falling back"

Share this post


Link to post
Share on other sites

Well, yes i understand you. But in this case, the pressure of the flame is so high, that you cant actualy see that it's "falling back"

Well no.Fire should fallback and its not falling back now.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...