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Small optimization of thruster force calculation #3482
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It doesn't explain anywhere that it multiplies the force by 50. This hurts making precise forces unless you know to divide the force by 50. Even then it multiplies it after the check for the maximum force. On the regular thruster I removed some unnecessary WorldToLocalVectors to just apply the force globally instead of locally since we already have it global. I have tested it in game and it works for me.
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I'm all for this change, but i can also see in the future (returning) players being mad that their thruster-powered contraptions are now 50x weaker than they used to be. |
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Yeah that was the only problem I could see with it. But it was definitely annoying trying to get a rocket to simply go against gravity or your PID controller correcting 50 times more than it should. |
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It's already too late. All people's contraptions and public dupes will be broken. We can't merge such breaking changes. What could be done instead is - in the toolgun - there would be a checkbox/slider with the multiplier, false by default, thus all NEW thrusters would be underpowered, but old thrusters still can be made/used |
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Yes, this will break all dupes. God only knows why it was originally made this way |
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If confusion is the issue, can we just add some note about the force being multiplied? I'm definitely against complicating the tool or breaking old dupes. |
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Aren't there also other factors in the thruster force calculation like the thruster size? I think you're not going to get past the obscurity of their force. You're meant to tune them by experimentation like how I'd imagine you do an irl thruster. |
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Due to backward compatibility this can't be merged, but i will accept your change to optimize the force calculation This doesn't mean your change is bad, it means the original idea was implemented poorly and because of that your change can't be merged |
It doesn't explain anywhere that it multiplies the force by 50. This hurts making precise forces unless you know to divide the force by 50. Even then it multiplies it after the check for the maximum force.
On the regular thruster I removed some unnecessary WorldToLocalVectors to just apply the force globally instead of locally since we already have it global. I have tested it in game and it works for me.