Please increase the speed limit to 200!
I imagine speed increases have been asked for time and time again and you probably want to shoot me with a crossbow, but please consider increasing the speed limit to 200m/s!
The vast majority of the servers I've played on have speed limit mods - some up to 150, some to a couple of thousand and one or two that I never found the limit of. After hundreds upon hundreds of hours of testing in both single player and multiplayer, I haven't had an issue with speeds below around 300m/s, even with head-on collisions with ships travelling in the opposing direction.
300, I think, would be a bit of a stretch (at least for now), but I'm certain that 200m/s will cause no issues. The game is far more resistant to the "bullet through paper" effect than it was back in alpha and early beta, and 100m/s feels extremely slow.
I too agree the speed bump to 200ms may be a nice new added feature however there is a couple concerns.
Moving at 200ms and firing missiles = suicide because missiles seem to move at that same speed then blow up, destroying your vessel in the process. This means missiles will need to increase as well.
I'm not sure how this plays into the velocity of other objects in the game as well as how fast the system itself trying to crunch speedy calculations.
I too agree the speed bump to 200ms may be a nice new added feature however there is a couple concerns.
Moving at 200ms and firing missiles = suicide because missiles seem to move at that same speed then blow up, destroying your vessel in the process. This means missiles will need to increase as well.
I'm not sure how this plays into the velocity of other objects in the game as well as how fast the system itself trying to crunch speedy calculations.
Currently: 100 m/s max speed - that means 200 m/s max relative speed if two grids are jousting each other. Physics update 60 times per second.
Take into account that physics engine is de-facto teleporting objects/grids each tick. Thus at relative 200m/s and 60 ticks per second each grid is teleported 3.33 m (well one 1.66, other 1.66 in opposite direction).
Large grid block has size 2.5m - thus it is possible to miss crash if grids are 1 block wide. Not probable.
But you could have outer armor layer without scratch with damaged interior that was supposed to be protected by armor.
The situation is much worse with small grids, as their block size is 0.5m.
If you were to double the max speed, the situation will worsen - more grids not colliding, more damage that phases through armor.
For this to improve a substantial changes to physics engine would be required - something like local tick speed increase for grids that are suspected to collide (it would of course increase CPU load). But I think it is not feasible at this stage of project.
Tick frequency increase would be bad idea.
I'd say OK if there would be some max speed slider in experimental mode - because that means you expect some discrepancies and are OK with them.
Currently: 100 m/s max speed - that means 200 m/s max relative speed if two grids are jousting each other. Physics update 60 times per second.
Take into account that physics engine is de-facto teleporting objects/grids each tick. Thus at relative 200m/s and 60 ticks per second each grid is teleported 3.33 m (well one 1.66, other 1.66 in opposite direction).
Large grid block has size 2.5m - thus it is possible to miss crash if grids are 1 block wide. Not probable.
But you could have outer armor layer without scratch with damaged interior that was supposed to be protected by armor.
The situation is much worse with small grids, as their block size is 0.5m.
If you were to double the max speed, the situation will worsen - more grids not colliding, more damage that phases through armor.
For this to improve a substantial changes to physics engine would be required - something like local tick speed increase for grids that are suspected to collide (it would of course increase CPU load). But I think it is not feasible at this stage of project.
Tick frequency increase would be bad idea.
I'd say OK if there would be some max speed slider in experimental mode - because that means you expect some discrepancies and are OK with them.
I get this potential problem but how often are two ships flying straight at each other at max speed? Again my point is just to have to option there, in experimental, people can test how the speed increase plays out over a long time. If it's a serious problem people will put it down. I think letting people play test a variable speed limit and getting their feedback would be valuable.
I get this potential problem but how often are two ships flying straight at each other at max speed? Again my point is just to have to option there, in experimental, people can test how the speed increase plays out over a long time. If it's a serious problem people will put it down. I think letting people play test a variable speed limit and getting their feedback would be valuable.
To increase, but to attach to the mass of the ship, the greater the mass, the lower the limit.
To increase, but to attach to the mass of the ship, the greater the mass, the lower the limit.
I imagine that it was already mentioned, but, for the tunneling problem, there is an approach that can be used, it's called CCD:
https://digitalrune.github.io/DigitalRune-Documentation/html/cd2fc090-d3fd-4a0f-a7d3-1759241c8545.htm
Another problem I imagine the game would have is the collison damage calculations, but at high speed I would simplify them, like having most of the blocks simply disintegrated.
I imagine that it was already mentioned, but, for the tunneling problem, there is an approach that can be used, it's called CCD:
https://digitalrune.github.io/DigitalRune-Documentation/html/cd2fc090-d3fd-4a0f-a7d3-1759241c8545.htm
Another problem I imagine the game would have is the collison damage calculations, but at high speed I would simplify them, like having most of the blocks simply disintegrated.
Or you could just get a mod to do it.
https://steamcommunity.com/sharedfiles/filedetails/?id=744903379
Or you could just get a mod to do it.
https://steamcommunity.com/sharedfiles/filedetails/?id=744903379
200 m/s either doubles the collision phase distance at max speed or halves sim speed, while not solving any other issues. Which do you want?
200 m/s either doubles the collision phase distance at max speed or halves sim speed, while not solving any other issues. Which do you want?
Add the ability to change the maximum speed as an option either on thrusters or cockpit
Add the ability to change the maximum speed as an option either on thrusters or cockpit
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