Author Topic: Anybody know what the gravitational acceleration is in Blockland?  (Read 2895 times)

Assuming that the gravitymod is set to 1.

I want to test some ballistics and that information would be very useful.

Twenty torque units per second squared.

Twenty torque units per second squared.
I feel like this information will be useful
But I don't know for what

I feel like this information will be useful
But I don't know for what

making a system to predict where a projectile will hit perhaps?

Twenty torque units per second squared.
Just curious, is that the same for all objects (that obey gravity)? Are there any other forces (air resistance) applied?

Just curious, is that the same for all objects (that obey gravity)? Are there any other forces (air resistance) applied?
I'm reasonably sure there's a terminal velocity for players. I don't know for sure, but that's what it looks like from experimentation

When i tried to calculate this myself, I found that the acceleration was always different, and I never worked out why. I was probably just doing something stupidly wrong though..

It's -20.0 torque units per second squared.

EDIT:
Twenty torque units per second squared.
God damn it, this was my time to shine from all the reversing I did with Blockland. I even bound the memory address to a global variable and messed with gravity on the fly.

I'm reasonably sure there's a terminal velocity for players. I don't know for sure, but that's what it looks like from experimentation
There is a terminal velocity for all objects to prevent objects from simply flying through other objects.

Just curious, is that the same for all objects (that obey gravity)? Are there any other forces (air resistance) applied?
By default, mGravity is -20 for all objects. There is no air resistance applied, but some projectiles inherit velocity from their parent object.
« Last Edit: August 02, 2013, 02:07:11 AM by $trinick »

I'm reasonably sure there's a terminal velocity for players.
There is, on my skydiving server players velocity never exceed -199.5

Empirically, I found that a player achieved zero gravity in a trigger with a tick period of 10ms when the trigger applied 1.28 positive velocity per tick.
I don't actually know if triggers can achieve a tick time of 10ms though, so that might just be what happened on my computer or it might be a reliable measure of the actual limit of ~65 ms which would give you -20 units/sec^2, or whatever.
Just saying that you should always see what actually happens and not assume that your scripted thing is going to exactly match up with the engine thing.
« Last Edit: August 04, 2013, 02:52:50 AM by Mr. Wallet »

Empirically, I found that a player achieved zero gravity in a trigger with a tick period of 10ms when the trigger applied 1.28 positive velocity per tick.
I don't actually know if triggers can achieve a tick time of 10ms though, so that might just be what happened on my computer or it might be a reliable measure of the actual limit of ~65 ms which would give you -20 units/sec^2, or whatever.
Just saying that you should always see what actually happens and not assume that your scripted thing is going to exactly match up with the engine thing.

Wouldn't it be simpler to just create a PhysicalZone with the gravityMod attribute at 0?

This was one of my first coding projects back roughly around what would now be called "BL v4", I didn't know jack about anything.

This was one of my first coding projects back roughly around what would now be called "BL v4", I didn't know jack about anything.



wat?

are you referring to v0002?


Wow. Never knew you could just put quit in the console, instead of quit();

That's improper Torque Script syntax.

Wow. Never knew you could just put quit in the console, instead of quit();

That's improper Torque Script syntax.
Yup. It's a special exception.