physics

  1. ZeroGravitas

    [1.0.1.1] Small planes jitter (when rolling)

    Both of these tiny planes (attached) jitter visibly when rolling. Did the fidelity of the aeronautics physics simulation get turned down? As an optimisation? This part of the changes that may have brought the weird flying behaviours? [1 , 2]
  2. ZeroGravitas

    [1.0.1] Rotating anchor wild physics glitch and inconsitency

    When you remove an anchor to go from 2 to just one rotating anchor, that anchor is very prone to go utterly bananas if there's an extremal force acting on the tech. I've only tested this with that force being applied by suspended resource chunks pressing on the same tech when they'd like to be...
  3. Marxon

    Making Multitech Linkages Viable

    So these ideas came to me while trying to make a multitech that can be successfully snapshotted. I was trying to use explosive bolts and the various links but kept running into the same issue... All tech linkage parts cannot auto connect due to overlapping hitboxes. So I have come up with...
  4. ZeroGravitas

    [0.8.1.3] GSO Fabricators hop when overlays are opened or closed

    First of all: wut? This new GPU based physics, or optimisation, or whatever is pretty weird... Note that it's triggered by *any* overlay, not just the in-game ones. Shown: Steam and my keyboard's "Scroll Lock" notifier (key I use to start/stop recordings). I couldn't find any similar blocks...
  5. Zorgomol

    [0.8.1] Audio spam: Mobile SCU rebooting

    I suppose this is a byproduct of wheel physics being what it is, but regardless: Driving around in a tech that has mobile SCU with any appreciable speed is pretty much guaranteed to give very frequent SCU reboots and also associated sound effects. The sound itself is okay when you only hear it...
  6. MrTwister

    [0.7.9.2] Titan/Monster wheels friction physics glitched

    As usual, the game is not taking it kindly to my large techs. In the video below is highlighted number one problem with still-new Titan and Monster truck wheels (only Titan is demonstrated, but Monsters do the same). Either the friction physics doesn't scale accordingly with the size of the...
  7. TRYNNUN

    Development Design Questions about Tech causing and recieving damage

    So in previous major builds I've done, I always follow some simple core rules that are always priority first; 1) Maximize connection points for toughness: Creating a lot of Redundancies so when met with a high damage percentage (loss of body), the tech will still be able to perform and operate...
  8. ZeroGravitas

    [0.7.8.2] Resource collision optimisation now disabled on rotating anchored techs

    Is this deliberate, or at least noted? This has come in, presumably, with the switch to physics based rotating anchored techs. Unlike on fixed anchored bases, the resources will now collide with the tech and with each other (e.g. in stacked silos). This will affect mobile, multi-purpose, techs...
  9. HappyApathy

    Remove passed on momentum physics from bullets

    @zanzistar So this is still a thing... If your wondering what I mean it's the fact that a machine gun will consistently miss even a stationary target while you are moving. Oddly if you pay attention to the laser pointer you will notice that it and the direction of the machine gun are always...
  10. ZeroGravitas

    [0.7.7.2] Bug - Trees and Luxite outcrops have no collision in R&D.

    This only appears to happen in R&D (existing and new games), not Creative or (old) Campaign. Just stroll over to a tree, or outcrop of luxite and then keep on strolling, right through...
  11. A

    Improved air resistance

    Currently, if we talk about non-aerodynamic blocks and other things like projectiles, here is only one simple characteristic which force blocks or Techs to reduce their velocity. As I can see, that doesn't matter which are their masses, surface areas and moving directions. Also, I did not...
  12. A

    Some wheels changes

    I believe, despite the cartoonish look of this game, it must have more realistic physics. I don't mean "as in life", for example, I think that heavy guns with 100m range are normal. Unfortunately, for me some characteristics looks a bit strange and almost random, the wheel maximum load is in...
  13. poetempest

    Wheel overload measurements

    Just interested about weight and speed relations, and started investigations from max wheel load. Made a simple ultra-light tech with only cab in the center and venture frames for wheel mounting(2,2 gob). Loaded it with batteries for rough estimation and with gobs(GSO one blocks) for accurate...
  14. Chrii_the_Vieh

    Block weight and simple block-scale

    Hi Terratechers, inspired by @mikkii I played around with simple physics in the game to find out what the weight of several blocks might be. This is a simple construction to measure the weight of most of the blocks: BoreScaleV2 The scale works great, as long as some requirements are met: -...
  15. strikyer

    Blocks Physics & Connection

    Hi everyone! Today I find something unpleasing; If a vehicle have his wheels on any platform build of blocks, the vehicle can't move at all, so the possibility to build a parking or something this way is non-exixtent. So it would be great if an update could contain who can re-visit these...