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Starmade | Brake key doesn't use directional or available thrust
Confirmed task for development, LowPublic

Description

Using the break key should make you stop moving. However, it doesn't seem to use your real directional thrust but always the normal thrust - mass value like before.

Easy to reproduce:

  1. accelerate forwards to max speed
  2. redistribute everything to a different thrust direction
  3. use break key
  4. you can break just fine, even though you don't have any thrust available in that direction you're going (unless you rotate the ship correctly but well, you didn't in this case)
  1. accelerate in any direction
  2. redistribute everything to 100% rotational direction
  3. use break key

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.19523 (Dev)
Category
Control Block System: Systems
First occurrence (version)
0.19523 (Dev)
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

lancake updated the task description. (Show Details)Dec 13 2015, 12:28 PM
lancake shifted this object from the S1 Public space to the S3 Starmade space.
lancake changed the visibility from "Custom Policy" to "Public (No Login Required)".
lancake changed the edit policy from "Task Author" to "Starmade (Project)".
lancake changed Category from none/unspecified to Control Block System: Systems.
lancake changed Affected Gamemode(s) from none/unspecified to Single and Multi.
lancake set First occurrence (version) to 0.19523 (Dev).
lancake changed Reproducible from uncertain to Yes.
lancake set Last tested (version) to 0.19523 (Dev).
lancake edited Serverconfig (server.cfg). (Show Details)
lancake edited Clientconfig (settings.cfg). (Show Details)
lancake added a subscriber: lancake.
lancake created this task.
lancake claimed this task.
lancake raised the priority of this task from to Pre-Release Quality Assurance.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptDec 13 2015, 12:28 PM
Restricted Application added a subscriber: AndyP. · View Herald Transcript
lancake moved this task from Open / Validated to Confirmed on the Issue Navigation board.
lancake changed the task status from Open to In Queue (Game).

-Confirmed-

Restricted Application edited projects, added Starmade, Game Development; removed Issue Navigation. · View Herald TranscriptDec 13 2015, 12:28 PM
schema added a subscriber: schema.Dec 13 2015, 2:07 PM
schema closed this task as Rejected.

This is not really possibly in a kind of logical way, and would if forced probably destroy gameplay:

Breaking depends on direction you are flying in. If you would speed up to max speed forward, then turn your ship so you are flying sideways, the "anti-thrust" needed is suddenly sideways. even if you turn just a little, the force needed gets kind in the middle of 2 axis.

This is one of the cases where i would sacrifice "realism" for gameplay, as you don't really gain something unfair over another player when everyone can break just the same.

Restricted Application removed a project: Game Development. · View Herald TranscriptDec 13 2015, 2:07 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript
lancake reopened this task as In Queue (Game).Dec 15 2015, 6:11 PM

Reopening, the plan is to use the thrust that remains after subtracting the thrust that's distributed to the rotational thrust. So not 100% realistic but better.

Restricted Application added a project: Game Development. · View Herald TranscriptDec 15 2015, 6:11 PM
AndyP added a subscriber: AndyP.Dec 16 2015, 9:30 AM

Why not make "brake" use the lowest available thrust level?

You can still slow down with "reverse thrust" to the current direction, and this should be much faster, than a generalized one.
As a different approach that may not be realistic, but "could work" is to use the movement angle, and use the highest velocity to calculate the "slowdown" speed.

Example:
X velocity = 2 m/s
Y velocity = 0.5m/s
Z velocity = 0.8m/s
In this case it will use the X angle thrust setting to slow down.
And could possibly switch to "all equal" when the max is below 1m/s speed to allow proper "hold position" without switching between calculations too much.

lancake set Task Type to Bug.Apr 7 2016, 5:00 PM
lancake set OS-Specific to No.
lancake set Hardware-Specific to No.
lancake set Video Card Vendor to uncertain.
lancake renamed this task from Break key doesn't use directional or available thrust to Brake key doesn't use directional or available thrust.
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:06 PM
Restricted Application added a project: CBS: Systems. · View Herald TranscriptMar 10 2017, 5:06 PM
AndyP moved this task from Alpha to Beta on the CBS: Systems board.Mar 15 2017, 12:31 PM
lancake lowered the priority of this task from Pre-Release Quality Assurance to Low.Apr 23 2017, 6:09 PM