Variable max speed

Ciaran Clark shared this feedback 3 years ago
Submitted

I had a thought about the max speed in the game. Obviously max speed needs to be a thing, but I find that having every ship capped at 100m/s really drags the game down. What if every ship had its' own max speed, maybe calculated by its' thrust to weight ratio with diminishing returns. It would massively expand ship building and the need to think about ship design, as well as being able to make faster but weaker ships or more armoured slower ships. I think it would add a lot of variety to the gameplay. And to avoid breaking older ship deigns there could be a world option to have "static max speed" or "variable max speed"

Thanks for reading :)

Replies (2)

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People have been complaining about the horribly low limit for ages and they don't seem interested in changing it.

There are mods for it but I think there should be a slider built into the game options.

The reason there is a limit is due to the limited collision detection frequency. If a ship is going too fast it can skip a collision update and not quite collide correctly. I think it should be up to us whether we risk this happening.

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I think it would be feasible to implement an arbitrarily high speed if the game just had moving grids project a potential collision box in front of themselves, with the length of the box being equal to the distance the grid will move in one frame. A grid moving at 50,000 m/s would cover 833.3 meters in one physics tick, so the potential collision box would have that length, plus the width and height to touch the corners of the bounding box around the grid.


On a physics tick, if a moving grid's potential collision box intersects with a static grid, they obviously collide and that's handled as usual. If a potential collision box from one grid intersects with another grid's potential collision box, then, based on the points of intersection, calculate the minimum and maximum time range in which the collision could occur. If the time ranges for potential collision for the two objects overlap, there is a collision, and it gets resolved as usual.

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