Title: Separate Speed Limits and Proper Relative Velocity Handling for Characters on Moving Grids
Character movement and speed handling in Space Engineers 2 still feel inconsistent, especially when moving on or inside a moving grid.
Why can't the game implement two separate velocity systems: one relative to the grid the character is standing on, and another relative to the world?
For example, when a ship is moving at high speed and suddenly brakes, a character using a jetpack can retain momentum and crash into walls or other objects inside the ship.
A possible solution would be to:
- Track character velocity relative to the moving grid separately from velocity relative to the world.
- Correctly account for the grid's velocity and acceleration when calculating character movement.
- Provide an optional system that compensates for sudden ship acceleration or braking while the character is inside the ship.
- Allow independent speed limits for movement relative to the grid and movement relative to the world.
This would make moving inside ships much safer and more predictable without compromising realistic physics when exiting a ship or flying freely with a jetpack.
This seems like a fundamental issue with how character physics interact with moving grids, and implementing separate reference frames could solve many related problems.
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