1 |
Oh, i'll rephrase then.
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1 |
Oh, i'll rephrase then.
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2 |
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2 |
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3 |
"Magnitude
of
a
gunship's
acceleration
in
Spring
is
not
dependant
on
unit's
orientation
in
space,
nor
is
it
dependant
on
angle
or
magnitude
of
its
movement
vector
.
Turning
and
accelerating
are
completely
orthogonal
for
gunships".
|
3 |
"Magnitude
of
a
gunship's
acceleration
in
Spring
is
not
dependant
on
unit's
orientation
in
space,
nor
is
it
dependant
on
angle
or
magnitude
of
its
current
movement
vector.
Turning
and
accelerating
are
completely
orthogonal
for
gunships".
|
4 |
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4 |
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5 |
You might be confusing speed and acceleration though. Scalar speed will take a dip as unit starts accelerating to its new destination when destination behind current speed vector. Then speed will increase to maximum as it passes the zero speed and thrusts back. Acceleration is constant at all those points, scalar speed takes a dip, and vector speed goes from +1 to -1 compared to old motion vector.
|
5 |
You might be confusing speed and acceleration though. Scalar speed will take a dip as unit starts accelerating to its new destination when destination behind current speed vector. Then speed will increase to maximum as it passes the zero speed and thrusts back. Acceleration is constant at all those points, scalar speed takes a dip, and vector speed goes from +1 to -1 compared to old motion vector.
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6 |
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7 |
You can get a pretty good feel of that if you play with FPS'ing gunships a bit.
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7 |
You can get a pretty good feel of that if you play with FPS'ing gunships a bit.
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8 |
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9 |
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9 |
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