At speeds of below 21 m/s, I'm able to phase hitboxes through each other to create locks.
Would be nice if this was either patched or marked not as a bug so I could use it in tourneys
https://cdn.discordapp.com/attachments/1038857243002671174/1055249741161709588/V_20221221_162325_N6_1.mp4
#Hitbox phasing
1 messages · Page 1 of 1 (latest)
I'm unable to reproduce this using any setup including the one in the video. Could you please provide a save where this is about to happen, or a rec of it occuring?
repro: exit dc and make sure there are no move commands.
detonate all charges by pressing 0 and ctrl+shift+d
go into dc mode
press and hold w
I can reproduce this by getting a ton of speed and ramming the front section (which I don't think is easy to fix), but any attempts to go slowly just bounce off of the structure hooks instead of clipping through them.
you need to have a speed of around 20-21 m/s to get it to phaze
pretty much only useful for combining ships or ignoring thurster deadzones
the issue that allows it to happen is that the game doesn't think about whether a collision will take place between ticks at relative speeds below 21 m/s, so if the hitboxes go through each other between ticks you can get them to go through each other.
I believe it's the same thing that happens with msfs killing themselves
I don't know if I said that that's what I think is the problem, not that I know 100%
As far as I can tell with the ship you posted above, the clip could also happen well above 21m/s, it just doesn't in this instance because some part of backing up to get a bigger head of steam going causes the two halves to stop being lined up perfectly. I'm not convinced there's anything special about that speed (though I could be wrong), and this is just an interesting instance of generic physics engine clipping.
I'm definitely surprised you're getting a clip at such low of a speed, though I think that's due to being pretty much perfectly lined up whereas most other collisions are at an angle
No, it's definitely the speed
Anything above 21 m/s and the game will realize that the hitboxes will go through each other and it does the collision physics a tick early
I spent too many hours not getting it because I was going too fast 😦
I'd be curious to know if exactly 42 m/s also clips, which would indicate it's not the speed making a difference as much as the distance between parts right before impact.
https://docs.google.com/document/d/1RhFiu5-lfKedpUeyi07hK40Y3ejlDXB9OI_4tU8edgU/edit?usp=sharing
@verbal cloak
Google Docs
Cosmoteer Locking Guide Locking is a method of joining ships that allows for extremely stable and consistent joins. How it works:The game uses at least two different methods of collision avoidance depending on ship’s relative speeds to each other. I’m not sure what these are called, but one ...