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Falling Rates
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Why do soldiers fall faster?
Submitted By UDICTED2MARVEL on 12/06/02
Carbon Combat, UDICTED2MARVEL, Discussions 
This Discussion originally posted in the "Carbon Combat" Group

Hello all you Lovers of CC!
 
So, as usual, I was playing a match. What most of the time happens with me is I will use my Rail first and finish them with my missles, or vise-versa. But before a I can, THEY JUMP OUT!! LIKE N00BS!!!
 
JK, They aren't n00bs.
 
...
 
(OR ARE THEY???!!! :0 XD)
 
Anyway, I turned off my "Flying Car" and made it so I would fall to the ground so I could be on the ground. I noticed that the soldier stops hovering, too, but I saw him fall. FAST... Then I thought, "WHY am I not falling that fast??? I'm like two tons!!!"
 
SO do you guys agree, if we can, that we should change the falling rate of the car to be a little faster. I know CC defines realism, but comon, everybody knows cars fall faster then 1 meter/sec. IT'S 9 M/S/S PEOPLE!!!
 
My words, lets hear yours. :D

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Re: Falling Rates
12 hours - 3,932v
Posted 2012/06/02 - 22:09 GMT
two separate replies
 
a) humanoid's falling- it loks like it's not starting slow and accelerating, as in real life and as with cars in CC, but gong on a constant , pretty extreme, speed.
 
not sure what to think of it, except that it gives even more of an advantage to androids.
 
b) RANT, or "adding just one more reason to hate FPS": whenever somebody jumps off a car thee is a lag. As if it weren't enough that whenever somebody logs ON or OFF the host, there is a lag..
i'm sure hoping that if there will be a helicopter, there won't be a lag whenever it will start or stop.
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Re: Falling Rates
1 week - 32,767v
Posted 2012/06/02 - 22:19 GMT
Google the following terms:
 
Inertia
 
Terminal Velocity
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Re: Falling Rates
1 day - 5,977v
Posted 2012/06/03 - 4:37 GMT
WHat about them?
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Re: Falling Rates
1 day - 3,651v
Posted 2012/06/03 - 16:42 GMT
Inertia: An object in motion stays in motion in the same direction unless acted on by an outside force. So considering gravity as a force, androids will fall down unless something makes them move in another direction (such as themselves) or stop (terrain).
 
Terminal Velocity: The maximum velocity a object can achieve. For instance when a person is skydiving they will actually stop accelerating at a point and just fall at a constant (in not fast) velocity. You can google a better definition, I'm a bit rusty.
 
P.S. Velocity is speed in a certain direction. They are mostly interchangeable when talking physics, but it gets more picky when you talk real examples.
 
Now considering these two factors...
 
The car seems to have a much lower terminal velocity than the person. I do agree it should accelerate faster down due to its (supposed) weight, but since it has a lower terminal velocity it is still in the realm of physics.
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Re: Falling Rates
1 week - 32,767v
Posted 2012/06/03 - 17:20 GMT
Inertia is the tendency of an object to resist changes in its motion. The more mass an object has, the more inertia. The car is more massive than person, which means it has more inertia.
 
Terminal velocity is the maximum speed an object can achieve falling down through a certain medium (such as air). A skydiver going headfirst with his arms pulled in has a higher terminal velocity than someone oriented parallel to the ground with limbs extended. Air has to move more to make way for the car, so it provides more resistance than it does to the person.
 
Another thing.  When the car moves, it leaves a gap in the air behind it. The air moves in to fill the void, creating a vortex which pulls the car backward. This is a much more noticeable effect on the car.
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Re: Falling Rates
12 hours - 3,932v
Posted 2012/06/03 - 19:53 GMT
yoshi,
 
physics:
 
within the grafvitational field starting from relative stillness, inertia is pretty much uninfluent, because the force applied onto the car by the gravitational pull is much greater with the increase of the mass (F=mg).
on other types of force -like a human pushing a car- inertia plays a big role; but the human's power doesn't increase by increasing the weight of the car, alltho it woudl be extremely convenient when having miscalculated the amount of fuel you had in your tank, ending up few hundreds of meters from the closest petrol station..
 
I agree the max speed needs to be very different due to air friction/resistence, but the beginning acceleration should be much more similar disrespecting the shape or mass of the object falling, exception made for objects that have a lesser density, which will tend to float or fall very slowly.
On that note, metal is more dense then human flesh, so cars woudl "sink" faster.
 
Creating a full physics model is pretty complex, but the falling acceleration of the androids is definitely unrealistic. imagine if , while diving, you would gain speed so fast. you woulnd't be able to jump in the water, but only walk into it.
 
but that's all speculation.
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Re: Falling Rates
1 day - 5,977v
Posted 2012/06/04 - 0:46 GMT
SEE??? This is a good topic!
 
 
Back to it, to keep it simple, who votes the rates at which certain objects fall should should be changed? From velocity to air resistance, who says yes who says no?
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Re: Falling Rates
1 day - 3,651v
Posted 2012/06/04 - 2:36 GMT
I say the car should fall slower than the android, seeing this amazing physics chat we just coughed up.
 
However, I would also like to see a bit of change in the android's movement. It seems able to change direction instantly, and so becomes extremely hard to hit to the point where the android who goes at a constant velocity and is able to change direction instantly is able to destroy the acceleration-based car a good amount of the time. Considering that bailing out is generally accepted as a way to momentarily escape death, this goes against general gaming logic. I suggest that the android move in an acceleration-based way while in the air, since it is not his limbs moving him but his jetpack.
 
P.S. If I remember correctly you can flip upside down and start firing at a falling android while in a car, should a situation like U2M's come into play. That is if you don't have flylock on.
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Re: Falling Rates
1 day - 5,977v
Posted 2012/06/04 - 2:51 GMT
Dude, that is how i kill androids... XD
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Re: Falling Rates
1 week - 32,767v
Posted 2012/06/04 - 2:56 GMT
I just bump them with my bumper.
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Re: Falling Rates
1 day - 5,977v
Posted 2012/06/04 - 3:44 GMT
And if you miss or they jump? XD
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Re: Falling Rates
1 week - 32,767v
Posted 2012/06/04 - 17:53 GMT
I come around for another pass. (Or wait for them to stop and snipe them with my railgun)
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Re: Falling Rates
1 day - 5,977v
Posted 2012/06/04 - 17:58 GMT
SEE??? its simple. but lets get back to the topic. We are starting to slide off.
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Re: Falling Rates
1 day - 3,651v
Posted 2012/06/04 - 21:02 GMT
Sliding occurs when something partly uses friction to stop itself and so in the lack thereof...oh wait, what was that about off-topic?
 
Anyways I think I am unchallenged right now, but that doesn't exactly mean I am backed. Anyone else like my proposed changes to the android's movement?
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Re: Falling Rates
1 day - 5,977v
Posted 2012/06/05 - 2:35 GMT
I do... they are really sudden. I should have gooten a screen, but i flew above one and the gun was facing like in front of it and it was shooting up at me...


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