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Magnum Projectile velocity fix


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I have a very simple suggestion.  I would like the tank's current velocity to be added to the velocity of the projectile shot from a magnum.  If you shoot magnum sideways, currently the projectile is simply launched from the location in a certain direction, so the projectile hits the wall right where you shot it from.  This is not accurate to real life.  The projectile should have the sideways velocity of tank and it should hit the wall where you currently are as long as you kept going in the same direction after shooting.  

 

This is not a very complicated fix.  I know that it can be done with a simple line of code like this.

projectile.rigidbody.velocity = projectile.rigidbody.velocity + tank.rigidbody.velocity;

I'm not aware which language Tanki is written in, so it may or may not be more complicated than this.

 

I would really appreciate such an addition.  Simply adding the tank's velocity (rather than calculating velocity at the muzzle and tank rotational velocity and more complex stuff like that) would help to make projectiles much more realistic and would improve the general gameplay.  With the current system, despite having been using the magnum since it's initial release, I often get an unpleasant surprise when I shoot forward while driving forward and the projectile lands on me.  In real life, if you were to stand in a back of a moving pickup truck and throw a bowling ball ahead at a 45° angle upwards, under optimal circumstances (in a vacuum),

forwardVelocityAtImpact = throwVelocity.forward + truckVelocity.forward;

This means that the ball would land the same distance ahead of the pickup truck while moving, as it would while the truck was stationary. With Tanki physics however, that bowling ball would land right back on your head. This becomes quite problematic when the bowling ball is explosive (magnum turret)

 

I would sincerely appreciate this addition as I have been considering it's potential impacts on gameplay for a long time and I feel this is quite necessary.

 

P.S. To people worried about how this may affect the magnum physics, it will not do anything when shooting from a standstill, and will have minimal impact on normal gameplay other than the fact that you will be able to practice magnum trajectories by throwing a ball while running as opposed to only when throwing a ball when at a standstill.

Edited by niceguy123
Clarification, rewording.
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So the thing is that Magnum's Projectile's motion does not include the speed of the tank. The owner of this topic suggests for it to include it, which sounds pretty small of a change but in reality is a very big change.

So let us say that Magnum's projectile includes the speed of the tank as well. Now this doesn't change anything to campers who seldom move but keep firing from just one place. They are not going to notice anything different but for those Magnum users who aren't campers this literally forces them to learn to use this turret once again. Why? Well, you'll understand soon enough.

Right now, let us assume that you shoot vertically upward while moving(You are driving in a straight path). The shot lands behind you, considering how the game's physics are right now.

giphy-downsized-large.gif?cid=790b7611d8

With a bit of high school knowledge of projectile motion, you'll figure that the projectile doesn't have a horizontal component but only vertical component. 

This does not happen in reality. Why? Because the projectile has been projected from the tank, the projectile will itself have a horizontal component, which is equal to the velocity of the tank. So if you consider this as well, then the shot will not land behind you but will land ON you(even though you are moving).

Spoiler

Untiled-drawing.jpg

Now this becomes a real big problem when you are moving and the angle isn't 90 degrees. So your speed, turret's angle and the power of the shot are three variables which decide where your shot is going to land, when you are moving. Magnum right now has 2 variables which already make it a difficult-to-master turret, but with this I guess it will be permanently turned into a Camper turret.

Well not all games totally comply with physics, so I guess it is fine to leave the turret the way it is. 

 

 

 

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1 hour ago, Iron_Man said:

You'll figure that the projectile doesn't have a horizontal component but only vertical component. 

I see someone doing their homework very well xD

Yes that is a major change u are talking about ,in the game and in the resources it consumes , adding the velocity of tank will make  the turret somewhat difficult for new players or players who dont frequently play with mag as they have to comprehend where to shoot while running and their shots can be easily deviate from the enemy but on the other hand it would be a piece of cake for those who know how to play with mag  properly and knows their way around in a map.

I somewhat like this topic as this idea has the potential to  bring more tactics and diversity to the game ^^

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29 minutes ago, asem.harbi said:

Nice idea, but I think it would be better if you haven't included the code part because it made the topic a bit confusion.

Agree with Ironman though

A spoiler can fix that. :biggrin:

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On 9/14/2021 at 4:29 AM, At_Shin said:

And, just like you said, computing the projectile's trajectory will become harder for the game engine - we, as players do not know if the game engine could handle it. Only the devs would know.

 

That's why I included the code snippet.  It's a very simple fix and would be so much nicer.  

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On 9/14/2021 at 4:03 AM, NikmanGT said:

Yes that is a major change u are talking about ,in the game and in the resources it consumes , adding the velocity of tank will make  the turret somewhat difficult for new players or players who dont frequently play with mag

Honestly?  I think it's much worse for video game physics to be different from reality especially when it comes to simple things like parabolic trajectories. Back when I was a beginner magnum player, I often died to my own shot because I was shooting forward while driving forward, and the projectile landed almost on me rather than in front, as it should have.  

The addition of the tanks velocity to the calculations will allow for players to for example, 'boost' their shot as well by driving forward, and allow for more fine tuned shot control.

As a magnum player myself, I personally find it more difficult to calculate the projectile's trajectory as it exists in the game right now.  For example, if I'm shooting sideways while driving forward, I instinctively shoot early to hit the target and miss by a very large margin due to the lack of realism.  :|

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Summary; I think he is saying to add Velocity Vectors to take into account the velocity of your tank plus the velocity of the magnum shell to combine the

2 velocity vectors to alter the magnum shell trajectory.

This is an arcade tank game, not real life, someone else said they leave it to make the game simple for casual tanki players.

With this new Magnum aim assist; you can now drive your tank and aim/shoot fairly good now. 

 

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On 9/14/2021 at 2:35 AM, Iron_Man said:

Magnum right now has 2 variables which already make it a difficult-to-master turret, but with this I guess it will be permanently turned into a Camper turret

The only difference is whether the projectile impact position is relative to the tank at the time of firing, or relative to the tank at the time of impact.  It is true that this will be a bit of a change for magnum users, but I think it would be for the better.  Change is always difficult, but I seriously doubt there would any difference going from to zero experience to mastering the current version of magnum and the one I am suggesting. We spend more time in the real world (I hope) with real physics, so at least the simplest parts of the physics should be accurate. I myself been using Magnum as my primary turret since the day it came out until now, and I still believe this addition would improve gameplay long term.

Edited by niceguy123
Additional sentence for clarification of argument.

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