Assault cannon, artillery and railgun projectiles don't respect conservation of momentum

Isler_ shared this bug 4 months ago
Investigating

PLEASE READ EVERYTHING CAREFULLY YOU'LL SEE MY ISSUE

Welp here we go again because the previous QA guy missed the entire point

Previous report:

"Due to an erronious setting in the weapon definitions these weapons are capped at a max speed which is equal to their launch speed so if you are travelling forward they will still only launch at their launch speed.

In the demonstration video the launching ship is flying at 475 m/s which is 25 m/s below the assault cannons launch speed what we would expect to get here is the projectile flying at 975 m/s instead of the actual 500 the demonstration video uses a speed mod to make this effect more visible.

Reproduction:

build any test rig that can move and accelerate it up to some speed shoot forward and observe as the projectile only flies at its launch speed rather than launch speed + grid speed

Fix:

Just increase the max speeds of the affected projectiles by a lot and because they dont accelerate their behaviour should remain normal"

"Hello engineer,

Thank you for writing to us and providing the video.

The issue seems to be related to the MOD that's being used, as it doesn't occur in the vanilla world. When you fire projectiles from full-speed grids in the vanilla game, you do not collide with your projectiles.

If your MOD pushes the grids to max speed, it should also increase the projectile speed accordingly. If you have created this MOD, please review it. If you're using someone else's MOD, please contact the MOD creator to address this issue.

Please note that we don't provide support for MODs. It's the MOD creator's responsibility to maintain their MOD and ensure compatibility with the latest version of the game.

Since no further support is required from our side, we will be closing this thread for now. If you experience any other issues, please feel free to reach out to us again.

Kind Regards,

Keen Software House: QA Department"


Here I'll highlight in what ways the previous guy missed my point:

The issue is not related to the mod as clearly stated in the previous report it is only used to show the effects in an extreme situation because i don't think either one of us wants to count frames.

These effects will show up in vanilla gameplay too because the maximum velocity is equal to the launch velocity so if you are going forward at 100 m/s in the case of the assault cannon and artillery the projectile will not go at 600 m/s as expected but only 500 m/s which in combat is a significant issue due to the loss of 100 m/s velocity and if the threat is going away from you their projectiles will go at 400 m/s and the relative velocity there is still 500 m/s but if you are shooting and moving towards a retreating target then your projectile's velocity is 500 m/s and the target is going away at 100 m/s so 500-100 is 400 m/s relative speed so you are at a disadvantage due to an issue in how the projectiles were defined. Illustrations and video can be seen below.

Replies (3)

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Also if you dont agree please god dont close the thread and just ask questions im pretty confident that i can tell you why this is wrong but if you close the thread it will be very annoying to do so

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This is indeed an issue and not related to any mods. This will also occur in vanilla, but is harder to demostrate.

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Hello engineer,

Thank you for reaching out to us again regarding this issue.

We apologize that our previous response in your other thread may not have fully addressed your concerns.

We are currently re-investigating this issue and are working internally to reproduce and discuss the issue further. As a result, we will be switching this thread to 'Investigating' status.

We appreciate your patience as we continue to work on this. We will update this thread with any new information and change the status accordingly as soon as we have more details.

Thank you for your understanding.

Kind Regards,

Keen Software House: QA Department

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Anything new on this?

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