Rockets should inherit their launcher's velocity.

Benokt shared this feedback 2 years ago
Submitted

Currently, when a rocket is fired by a rocket launcher, it moves only foward at 200 m/s. More realistically, a rocket should be launched already moving along the vector of its launcher, PLUS an additional 200 m/s forwards.

For example, if a ship sporting a rocket launcher is travelling 50 m/s to the right and fires, then the 200mm rocket it fires should be going foward at regular launch velocity AND 50 m/s to the right.

Comments (8)

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2

Conserved momentum, what madness! :D

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good

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2

Yes!

But what's next... flies that don't hit the windscreen?! Hehe!

You have my vote!

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11

I've been asking for this for forever, hopefully Keen will listen now that it is getting some more traction!


GIFs for the more visually oriented

How rockets behave now (very poorly): https://gfycat.com/sharpindolentbergerpicard

How they should behave (proper velocity inheritance): https://gfycat.com/livesecondhandbangeltiger


Also... want to know how easy this was to fix? It was literally changing one number in an SBC file lol.

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5

It's ... beatiful!

Except for explosion plumes being spawned without momentum. Seriously, Keen, there is no static air in space (hint: There is no air at all in space!) that could brake the plumes to a standstill.

Stop breaking my suspension of disbelief so much!

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mind if I ask which value it was you changed?


Considering I'm running a dedicated server with a custom speed limit I don't want ships exploding because the missile didn't inherit the ships momentum

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2

Yes, yes, YES!!! We really do need this, vanilla weapons suck. They did say that there's going to be a weapons rebalance, so here's hoping they'll include this! :P

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3

I agree with this suggestion because the lack of conservation of momentum is not only unrealistic, but leads to two very debilitating gameplay issues in combat:


1) While fighting a ship going the same velocity as you, to hit the ship, you still need to adjust for their velocity relative to 0 m/s. The HUD indicator for your own velocity is a tiny, vague cross in the bottom of the screen, so leading the target based on this arbitrary vector (and then correcting for differences in your opponent's vector) is very unnatural and can be quite difficult--especially if you have dampers off and are not thrusting in the direction of your heading, which is very common in ship to ship combat.


2) This causes your effective range to actually increase while running away from, and decrease while chasing, a moving target.


E.g., suppose you are chasing an opponent's ship and both flying at 100 m/s while shooting missiles at one another. Each fires a rocket that will travel 800 meters, at 200 meters per second in the direction of the opposing ship. In the time it takes each missile to reach the end of its range, you will travel 400 meters toward your opponenent's rocket, while your opponent travels 400 meters away from your rocket.


Thus, your opponent can fire rocket while 1200 meters away from you, and hit. Meanwhile, you cannot hit your opponent with a rocket until you are 400 meters away.


This result is anachronistic and harmful to gameplay, because everyone has an advantage while fleeing combat--making ship to ship duels a game of bluffing and surprising your opponent, especially if both sides are trying to abuse this mechanic.

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1

That actually sounds pretty cool, though. I want a space game where space combat isn't like terrestrial combat. Slugging matches should be short and brutal, and most fights should end with someone running away. Wouldn't be so bad if there were an easy way to lock on and weapons would automatically compensate (if turrets) or draw an aiming bead (if fixed).

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*edit*


clicked reply on the wrong part, sorry.

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To be clear, not saying that rockets shouldn't be Newtonian. I just like the idea of space combat following different rules than earth combat. Like in Mass Effect, where most fights end with a retreat because the alpha strike makes the eventual winner pretty clear.

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2

Firstly, why is it not like this already.


Secondly, so should Smoke in Space where there is no drag.

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This - PVP on most servers overwhelmingly favors whoever is running away, since it essentially extends their fire range by a huge amount depending on projectile speed. The current system also means that slow missiles fired from fast ships actually fall behind the ship that's firing.