Darkwind
Badly Broken Physics?

Delfino


Posted Jan 27, 2010, 3:44 am
I've tried using Darkwind tactical a bit, but I think I've found a rather glaring issue. In at least some of the tactical scenarios, explosive weapons make cars fly hundreds or thousands of feet into the air. When they finally come down, they take little to no falling damage, and often have not flipped or spun at all in midair.

The worst part is, I've barely damaged them and now they're trapped behind impassable terrain, completely out of my reach. The battle becomes unwinnable.

Has anyone else experienced it?
Joel Autobaun


Posted Jan 27, 2010, 3:52 am
yes
*sam*


Posted Jan 27, 2010, 9:33 am
It's not specific to DW:T, but rather it's an issue with certain chassis. The Royal Eaton?
Delfino


Posted Jan 27, 2010, 1:25 pm
Well, the worst of it was some mission called, I think, 'Pirates and Vigilantes'. I was playing as a vigilante SUV with rockets mounted forward, and it happened with both an enemy Sedan and a compact. Thing is, I noticed enemies and allies in the background were also flying around wildly.

It was especially troublesome on that particular map, since we all started on big mountains connected by bridges, and hit vehicles would fly down into the deep canyons.
Serephe


Posted Jan 27, 2010, 1:26 pm
Sam, I've actually scouted with an eaton a few times not long ago, and didn't experience any of the bugs I noticed it had in DW:T.

I also noticed a few other vehicles which would fly off when shot with anything. A cougar went flying 500 meters after being shot with HEAVY LASERS.

Not saying you're wrong, as I haven't experienced it with any of the "normal" scouting vehicles in DW:T yet but I honestly haven't used DW:T much so maybe something is breaking in it occasionally?

Is it possible for me to create a DW:T event where I can control both sides involved, so that I'd be able to test this?
*sam*


Posted Jan 27, 2010, 1:57 pm
Wow, that's interesting Sere. Maybe it's calculating the mass of vehicles wrong in DW:T, it's possible yeah..

Quote:
Is it possible for me to create a DW:T event where I can control both sides involved, so that I'd be able to test this?


No, you'd need an accomplice.
Serephe


Posted Jan 27, 2010, 1:58 pm
Alright, I'll try to con Nine or someone into assisting me, unless AI works in it.
Serephe


Posted Jan 27, 2010, 2:28 pm
http://i48.tinypic.com/96yh37.jpg

Possible setup issues.
*sam*


Posted Jan 27, 2010, 2:50 pm
DW:T setups can be like that; they don't bother fitting the vehicles to the ground correctly since there's no game actually going to be played until you save and reload the event 'for real'.

I have put an extra line into the gamelog which records the mass of vehicles as they're spawned, so if it happens again I'll be able to check if that's the problem.
Serephe


Posted Jan 27, 2010, 3:01 pm
Wasn't able to reproduce it, even using vehicle/weapon/map combos I'd seen it happen before. All seemed normal. Even shooting an Eaton or a Cougar with twin tank guns didn't send them flying very far.
*Bastille*


Posted Jan 27, 2010, 11:29 pm
I can maybe give some assists over the next few days. Some TAC would be fun. If Im around, poke me with a big sick, I may respond. B)

*Lugal*


Posted Jan 28, 2010, 12:49 am
For the "set up issues", also note that in tactical, when you re-orient the direction the vehicle is facing, it includes the elevation of where you're clicking.

eg, if you click "face this direction" up on a peak, the car will rotate up towards the peak.

Which can make for some fun gags pointing cars skyward and maxing out their starting speed!

There does seem to be some mass issues though - lorries seem to be very lightweight. Trying to design a trader-attack scenario, the muscle cars couldn't catch one. Firing a tankgun will also launch a lorry about 100 feet. Shooting, not being shot with one.
*sam*


Posted Jan 28, 2010, 8:47 am
RE set-up: when you actually start the DW:T event for playing, the cars are properly aligned with the terrain. The weird orientations they might have during the design stage doesn't affect them.

RE mass: do you have any specific examples Lugal since I added the code to log masses yesterday? - I know DW:T events don't give you an event ID but if you told me the event title and approx. time you ran it I'd be able to track it down.
*Lugal*


Posted Jan 28, 2010, 4:23 pm
I should have that scenario still saved... if not I'll just recreate that aspect of it. Either way I'll run it and let you know.
*Lugal*


Posted Mar 11, 2010, 6:15 am
Alright I just remembered that I said I'd go recreate the lorry physics....

How about using twin tank guns to fly at 454 mph?

http://i98.photobucket.com/albums/l256/lugalbanda/454MPHLorry.png

Yeah, I meant FLY.  It could go faster but it autoescaped.
Serephe


Posted Mar 11, 2010, 6:17 am
That's very odd -- when I was playing around yesterday and gave the AI tank gun lorries for me to chase, they didn't go flying when they fired. I sure did when they hit me though, BPU glitch ftl.


Sam, tested out the garbage truck in TAC just a little while ago... about 2010-03-11 10:10 server time. A lorry accelerated amazingly quick... even though it was fully armored and covered in 8 1200 pound tank guns.
*Lugal*


Posted Mar 11, 2010, 10:40 pm
What actually first cued me onto this was trying to use cars with undersized engines as obstacles in Tac. I figured a fully armored lorry with a .6L engine wouldn't be able to move, and therefor could be a wall, barrier, or checkpoint marker.

But no, it's surprisingly peppy.
Deathangels Shadow


Posted Sep 3, 2010, 5:53 am
Yeah, I'm seeing weapons bouncing cars around in a way that is decidedly not on purpose, this is definitely still going on... I had a Car Rifle throw the firing car and the target several hundred meters away from each other along the firing vector.

Very strange stuff.
Deathangels Shadow


Posted Sep 4, 2010, 1:09 am
I think I've figured this out... it's possible in DW:T to have a weapon targeted and firing in turn 0, because you can target during "setup."

It would appear that the physics are not fully initialized yet before turn 0, so the vehicles have no weight or no friction or something along those lines - Sam would need to address the specifics, but I've managed to figure out a flawless way to reproduce it and work around it.
Deathangels Shadow


Posted Sep 4, 2010, 7:44 pm
No, I'm wrong, that's not the cause. It seems to just be bad servers sometimes. I've figured out a way to predict it's going to happen, though - when the cars go 0-60 in a turn or two, your shots are going to send things flyin'.
phax


Posted Sep 8, 2010, 1:07 am
BPUs do weird things in-game. I've had them seem to transfer energy one to the other without touching and they all dance like fish out of water. I've also had a strange recoil transfer thing with ATGs. Fire ATG in nearby Apache and the Windsor next to it jumps 10-15m into the air.

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