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What about Bumping rules

Author
Kaiser Cole
Not Even Light
#1 - 2011-12-11 00:03:18 UTC
Hi.

Either i didn't search well or it really doesn't exist but i didn't find any complaint about the bumping rules set by the EVE engine.

I am amazed by the way the game handles colliding objects in the EVE universe : it's a total nonsense that small objects may bump heavy ones as if they were leafs in the wind !

how can a small frigate make a full heavy Bs change radically its course or even move miles away ?

Doens't this annoy anyone ?

If i am right, there are even techniques to prevent a ship warping by constantly bumping it and so force it to realign constantly (which can be dramatic on heavy slow alignement ships )

Why does collisions in EVE work this way ?

I understand that involving complex physic equations between so many objects could ruin the performances , but when i see the complexity of fire hit and damage calculation i don't think that introducing a small equation would overcharge computers.

Moreover some features are already there as speed and movement vectors between moving objects (as you constantly have angular,transversal and so on vellocities vectors , in the game)

The only thing to implement should be a mass index to ease the computing of collision.

Here is what i suggest :

I agree with the fact that we can not add damages resulting in collisions as there would be an unbalance between good and bad ping and so on.
But as for the displacement of the objects involved in a collision thing could be like this :

-->each class of non static object has a mass index ( ie: 1 for a frig , 10 for a bs)
-->the game already knows the movement vector of each object (has said above , for targetting rules (angular,transversal velocities)
-->when 2 bounding boxes collide , simply check which one has the highest movement vector . this one is the colliding object relative to the other (if more than 2 objects then just separate all collision in pairs (ie if objects A,B and C collide , check who has the lowest movement vector ; let say that from the lowest to the highest we have B then A then C : the game will compute first B vs C with C the colliding one then B vs A with A the colliding one )

--> make the difference between the colliding object index mass and the collided one : in the exemple let say B is a HULK and C a frig ; let assume HULK has a mass index of 10 and a frig a mass index of 1 : it gives 1-10=-9 let call the result the Index Mass Difference or IMD

--> put in place a simple calcul as (it's just an idea) --> IF IMD < 0 collided object will have his vector modified by the addition of the colliding object vectors as follow : √( colliding object velocity vector ) / IMD and collindign obect will be reppeled by another calcul the dev have to find Roll
-->IF IMD > 0 the collided obect will have his vector modified by ( colliding object velocity vector ) * IMD

in our exemple let say the hulk is stationnary and the frig hits it with a velocity of 500m/sec : it would give
As IMD < 0 (-9) : √( 500) / 9 = 22.36 / 9 = 2.48 m/sec : the hulk would be moved by a velocity of 2.48 m/sec opposite of the frig vector : as for the frig it would be reppeled according to the calcul find by our beloved Dev Lol

If it was the contrary : frig statio and hulk collinding with a velocity of 65m/sec it would give : as IMD>0 : √( 65 )*9=72m/sec.

Thus the hulk bumped is far less moved than if he bumps the frig .

More over colliding object should not have their "alignement axis" modified (it ' s a bit silly to see either a frig or a huge starship making a 180 roll on his axis in les than 2 seconds : imagine the consequences on board Shocked
In fact if the ship was in alignment procedure in order to warp , the displacement resulting in the collision will nevertheless call another computation ; but in our exemple above the hulk will have to recalculate far less than the frig as it only moved by 2.48 m/sec.

Well i hope it has been clear enough cause my english is not so good and i write this beeig a little tired but i hope you caught the idea......

Thanks for reading
Bearilian
Man Eating Bears
#2 - 2011-12-11 00:53:38 UTC
well, I'm not the one to verify all your calculations, but It seemed to stand up. I support the idea. I havent really run into a problem with this, but I am all for making the game more believable, and yes a frigate would just splatter on the armor of a bs. would annoy alot of people if it was changed, but mostly just people who enjoy being annoying Bear
LeHarfang
Federal Navy Academy
Gallente Federation
#3 - 2011-12-11 04:07:21 UTC
I'm all for adding more logics and true physics into this game. It's a science-fiction game, after all and your calculations seems logical. I havent analysed them in details though, but they seem to make sense.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#4 - 2011-12-11 05:15:07 UTC
+1

Supported. "Don't bump the titan!!!" cries are very amusing though.
Kuhn Arashi
State War Academy
Caldari State
#5 - 2011-12-11 05:27:58 UTC
X Screw these forums. I hit post, and it deletes everything


Well I had a nice long explanation here. but **** that I'm not writing it again.

Basically I don't see anything wrong with the current physics, the forces involved with the mass and speeds in this game are huge.

A ferox with a 100MN MWD is gonna deliver force to w/e it hits equal to about 71 international space stations at half a million Kilograms each traveling at 22.6 times the speed of sound.

Like I said. I had the math. And maybe if someone shows interest in the thread I wont feel its such a waste of time to rewrite it if asked.
Bearilian
Man Eating Bears
#6 - 2011-12-11 06:23:21 UTC  |  Edited by: Bearilian
well, as it stands you are four to one. I'm not gona make you rewrite it, but if you think what you did put is gona argue against what the OP suggested you got another thing coming. If you want to get into the grit of physics, then damage would be a consideration; but since we are not going there, I am at least putting my vote in for the "tiny ship bounces off" the big one. because truly the rediculous part about bumping isnt that the force pushes the ship in space. Obviously even a bs and bigger would react to the force, as you say, to something with a MWD, but what it would not do, is change its direction of travel. If you ram a ship on its side, it would react justly; to the side. it would not decide to fly in the other direction. especially with the onboard navigational systems and crew aboard (we are talking about advances space flight right?), they would be able to minimize the effect and continue along the direction they were going. I dont have the physics knowledge you guys do, but I understand force impact and perpetual motion.

(if it were up to me, i would suggest that people ramming other ships, would take the damage that the force would create, if a ship is going over 25% or so of its on max velocity and hits another ship (and ship only, not an object) from the front, then carnage ensues. Dont worry, I wont petition this, and understand it would never happen Bear)

also, good habit to copy your post before you send it every time. learned my lesson a couple of times too. sorry we dont get to see it.
Kaiser Cole
Not Even Light
#7 - 2011-12-11 07:08:19 UTC
Thanks a lot for your support , i really didn't expect that Big smile cause i really thought it was a subject often discussed.

I am surprised it seems not to be.

I am no mathematician so my equation is rough and simple ; though it seems to make sense as it was said in above post ! i assume the dev could help in finding a better one , still remaining simple not to overcharge the game computing.

--> @ Kuhn Arashi : i understand what you're saying , but the fact is that EVE is constantly balancing between realistic behavior and complete nonsense : ie , you don't burn near a star , or as i said your ship can spin several degrees in less than one second (which basically could transform every living entities onboard in a messy bloody pulp Roll ).
So yes , i assume that a little object roaming space at 3 km/sec has a huge cinetic energy potential but well , if we plan like that so every combat should be played as a realistic space physic simulator and we would have a good Frontier Elite feeling , with inertia and so on... and it would be a terrible mess.

I just try to make some sense on the game feeling : your titan is beautifull , huge and its presence brings fear on the opponent ...yet a rifter can turn it in a paper plane . That's nonsense and even with real physic calculation i assume that what would happen is not a moving titan but a blowing one and a melting frig.

I hope that someone can give me the reason the dev put things like this , or that a dev can discuss that with us so we could make things better regarding ships behavior.
mxzf
Shovel Bros
#8 - 2011-12-11 07:10:09 UTC
Um ... aren't you just describing mass. That whole 'Index of Mass' crap you talked about is just taking and using a value of 1-10 instead of actually using the mass. Collisions in the game are already handled on the basis of mass and velocity vectors, but they use real numbers, not the completely arbitrary '1-10' thing you're talking about.

The reason that bumping using a MWD works is that the MWD adds millions of kg to the mass of the ship. And no matter what you have, if something hits it hard enough, it will move. Take, for instance, a plated Rupture with an oversized MWD. It can get up to 3.9km/s-ish with just over 69 million kg. That translates to a force of 271.8 billion newtons. A Fenrir, for instance, is 820 million kg and moves at a whopping 125m/s at full speed, which translates to 102.5 billion newtons.

If you've taken basic vector geometry (or just have a couple brain cells) you can see that the 271 billion newton force is going to have an effect on the 102 billion newton object, it's just simple physics.

TL;DR: Physics are already in the game, they're just not in the kindergarten '1-10' scale that you're trying to talk about.
Kaiser Cole
Not Even Light
#9 - 2011-12-11 09:19:32 UTC  |  Edited by: Kaiser Cole
I chose a 1-10 factor because each ship has its own mass but they are huge numbers , multiplying the complexity of the formula.

My choice is to make it simplier , for explanation and because if the game handles well collisions in the exemple you gave , there is an obvious gape in slow motion objects .

I totally agree that heavy ships launched with mwd full power bring a cinetic vector strong enough to move very very huge objects on some signicative distance.

But didn't you notice that if i hit your beautifull bs or even carrier with a frig , even at low speed , your ship gonna be moved and spinned in a weird way instead of remain completly still ? and that bring a total unbalanced situation when you want to warp or simply align.
Bearilian explained that very well in his reply

I missed the point in my first post in fact : i speak mostly for low speed occurences . and to stop this weird spinning effect that has nothing to do with collision between ships of so different masses.

it's easy after that to replace my index with the real masses . The fact is that two colliding objects should move and spin according to their mass and vector speed differences (cinetic energy ), and that's not the case in the game as whatever ship you have , you can make a small or heavy ship move and spin the same way by bumping (in term of same way i want to say 'too close enough' that it should be).

Your exemple goes to the extreme , i just want to discuss about fixing common situation.
cornholio508
Ministry of War
Amarr Empire
#10 - 2011-12-11 14:01:26 UTC
Maybe there is something you have left out of your equations there that the devs may have not have mentioned . E=mc2 . In laymans terms the faster an object travel the more mass it gains . If you factor that into your equations then all is well and bumping seems to actually way off what it should be . In realistics terms if this was actually space flight the frigate would be nothing more than a huge missile and the impact would actually destroy both ships .
Kaiser Cole
Not Even Light
#11 - 2011-12-11 14:56:43 UTC
Once again i agree with you but that's not the point of this topic!

I don't want to add damages to collisions as reality would do .

I just want to highlight that it is a big cut into immersion to see ships behave the way it is in the game.

It's obvious that the game won't bring us a realist physical gameplay , once again the only game who did that was Frontier Elite and trust me , fights were boring (try to manage a fight where you orbit thousand miles away from your target because of realistic space physics and huge velocities...)

The fact is that right now , we've got a game that try to be very pleasant to play and to do so , put some real physics behaviors aside. And that's fine.

But please don't tell me that you feel comfortable , happy , and in total immersion when you see a huge ship which should represent stability , power , and strengh (even a cargo should give a good feeling of 'presence ' as the Nostromo in alien if you want ) , beeing treated like a feather in the wind by a ship half its size (or even less)

Moreover it serve as an exploit against huge ship : see , a huge ship in this game only has cons : you fly very slow (if you want reality i assure you that you shouldn't be limited to 120m/sec) , you turn and align very slow , but when you're collided you spin so fast it still surpises me when it occurs....so why a huge ship should have the cons of its mass , and not the pros ; and don't speak of firepower and tanking , cargo , exhumer , barges and so on don't have that , but still are heavy and should not beeing tossed away by little bees.

i begin to think i am not very clear in what i would like the dev to examine What?

cornholio508
Ministry of War
Amarr Empire
#12 - 2011-12-11 15:43:54 UTC
Kaiser Cole wrote:
Once again i agree with you but that's not the point of this topic!

I don't want to add damages to collisions as reality would do .

I just want to highlight that it is a big cut into immersion to see ships behave the way it is in the game.

It's obvious that the game won't bring us a realist physical gameplay , once again the only game who did that was Frontier Elite and trust me , fights were boring (try to manage a fight where you orbit thousand miles away from your target because of realistic space physics and huge velocities...)

The fact is that right now , we've got a game that try to be very pleasant to play and to do so , put some real physics behaviors aside. And that's fine.

But please don't tell me that you feel comfortable , happy , and in total immersion when you see a huge ship which should represent stability , power , and strengh (even a cargo should give a good feeling of 'presence ' as the Nostromo in alien if you want ) , beeing treated like a feather in the wind by a ship half its size (or even less)

Moreover it serve as an exploit against huge ship : see , a huge ship in this game only has cons : you fly very slow (if you want reality i assure you that you shouldn't be limited to 120m/sec) , you turn and align very slow , but when you're collided you spin so fast it still surpises me when it occurs....so why a huge ship should have the cons of its mass , and not the pros ; and don't speak of firepower and tanking , cargo , exhumer , barges and so on don't have that , but still are heavy and should not beeing tossed away by little bees.

i begin to think i am not very clear in what i would like the dev to examine What?


yes i get your point . The thing you are missing mine . let me give you a better example .

The air around us itself weighs 1.294 kg/m3 and thats air at a static state . Give it speed and that mass increases . Give it enough speed and it can knock down trees , toss cars and rip buildings from its foundations . These things have more static mass than air does . By increasing the speed that air moves at increases its mass giving it the power to move more dense objects . in the case of this explanation it would be the closet to what we can compare to in eve with ship bumping .

Next time you are ingame check out the mass of a frigate and a battle ship . Then check the frigates speed fully fitted for speed . Multiply the ships mass by its speed then add its static weight to get its total mass then minus a battleships ships mass . You will see that a frigate moving at 1000m/s that far more mass than a battleship or a freighter that is static ,
Rawls Canardly
The Scope
Gallente Federation
#13 - 2011-12-11 16:54:20 UTC  |  Edited by: Rawls Canardly
cornholio508 wrote:
Kaiser Cole wrote:
Once again i agree with you but that's not the point of this topic!

I don't want to add damages to collisions as reality would do .

I just want to highlight that it is a big cut into immersion to see ships behave the way it is in the game.

It's obvious that the game won't bring us a realist physical gameplay , once again the only game who did that was Frontier Elite and trust me , fights were boring (try to manage a fight where you orbit thousand miles away from your target because of realistic space physics and huge velocities...)

The fact is that right now , we've got a game that try to be very pleasant to play and to do so , put some real physics behaviors aside. And that's fine.

But please don't tell me that you feel comfortable , happy , and in total immersion when you see a huge ship which should represent stability , power , and strengh (even a cargo should give a good feeling of 'presence ' as the Nostromo in alien if you want ) , beeing treated like a feather in the wind by a ship half its size (or even less)

Moreover it serve as an exploit against huge ship : see , a huge ship in this game only has cons : you fly very slow (if you want reality i assure you that you shouldn't be limited to 120m/sec) , you turn and align very slow , but when you're collided you spin so fast it still surpises me when it occurs....so why a huge ship should have the cons of its mass , and not the pros ; and don't speak of firepower and tanking , cargo , exhumer , barges and so on don't have that , but still are heavy and should not beeing tossed away by little bees.

i begin to think i am not very clear in what i would like the dev to examine What?


yes i get your point . The thing you are missing mine . let me give you a better example .

The air around us itself weighs 1.294 kg/m3 and thats air at a static state . Give it speed and that mass increases . Give it enough speed and it can knock down trees , toss cars and rip buildings from its foundations . These things have more static mass than air does . By increasing the speed that air moves at increases its mass giving it the power to move more dense objects . in the case of this explanation it would be the closet to what we can compare to in eve with ship bumping .

Next time you are ingame check out the mass of a frigate and a battle ship . Then check the frigates speed fully fitted for speed . Multiply the ships mass by its speed then add its static weight to get its total mass then minus a battleships ships mass . You will see that a frigate moving at 1000m/s that far more mass than a battleship or a freighter that is static ,

what you're not taking into account with the air analogy is that there is a much greater volume of air moving those things. mass isn't the only thing that affects it.

edit- in reality if a rifter rammed a cruiser it'd explode on impact, and likely cut deeply into it with the shrapnel. the cruiser probably wouldn't move much.
Kaiser Cole
Not Even Light
#14 - 2011-12-11 23:13:31 UTC  |  Edited by: Kaiser Cole
cornholio508 : believe me , i understand what you say ; but 1 -- you speak about reality , and that's not something we see in EVE engine , so why should we see it for bumping as the only thing it produces is lack of immersion . To cut deep into realist calculation should serve the game feeling , not the contrary.
2-- what you're explaining , once again , is perfectly true when it comes to high velocities but the point is that in EVE the result is barely the same , whatever the speed you fly at : if my frig bumps a bs at low speed , the bs will move and spin : as said in a post before , it's total nonsense with high technologic space navigation sci-fi stuff that makes every EVE ship fly through the universe.
3-- but well let say it's ok and the ship should be displaced the way they are after a bump....it doesn't explain the spinning weird behavior . you ship should move on a transversal vector not spinning like a mad gyro.

And as says Rawls Canardly , if we want something that sticks to reality , damage should be here....

so the choice was made to toss damages away and that's fine , but it should involve a better feeling in ship behavior according to their mass .
We talk about bumping but it's also the same problem when you arrive near an object by approaching it and suddenly your ship stops and spin...it ruins the feeling. colliding objects should not spin ;they should just stop along their vectors ! when a 'bumping' occurs during the process , i think the ships should only move on vectors , without angle modification ! And yes , despite the fact it's not sticky to reality , small ships should not get such result at low speed on big ones , in order to improve the game feeling (at last , that's my opinion).

You get also the same bad feeling when you are in a mining fleet for exemple : let say you're in an exhumer and you want to approach your fleet orca ! both ships are closing in at low speed : did you notice how suddenly things go weird when they are close enough? it's nonsense for me.
Corina Jarr
en Welle Shipping Inc.
#15 - 2011-12-12 00:30:35 UTC  |  Edited by: Corina Jarr
What we see would be the realistic bouncing if objects did bounce off each other in RL.

Actually, smaller, faster vessels should have even more of an impact on the flight path of larger, slower ones than they do currently. but that would make bumping way to effective of a tactic.


Also, everything goes out the window for stationary objects.
If a frig bumps a BS that is stationary, the BS rotates because the game engine treats it as if the BS changed direction (as there is very little reverse movement). The frig didn't rotate the BS, the BS rotated to point in the direction of movement.
Bearilian
Man Eating Bears
#16 - 2011-12-12 00:41:02 UTC
I garuntee you that most of the people trying to argue against this, are really only greifers that dont want this tactic taken away. I dont mind the argument that the velocity of a frig in mwd would in fact effect the motion of a larger ship. if the mass is increased so much by its speed, i would be ok with that. However this does not justify what so ever the idea that this impact would change the direction the ship is travelling in. and rather ask ccp to design a mechanic that allows ships to be moved to the side, the OP is suggesting a way to decrease the effect using the system they already have. you guys can continue to agrue it out about the physics involved, I'm ok with learning new things all the time. but please stop the "its reality, or this is how it would work" approach.

because, as it has been mentioned, for anyone who still insists on trying to argue what is real and not, if a ship (at any reasonable speed) crashed into another, kkkaaaappppllooooowwww!!!!!!!!!Bear
Kaiser Cole
Not Even Light
#17 - 2011-12-12 00:53:06 UTC
You perfectly sumed up the situation ; i agree with you Bearilian .

I knew that some people approved the way bumping acts as it serves some tactics , but i am surprised by the number.

Well , we'll see if some dev will give us a rightfull answer on that case :)