Reaven
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| Joined: 17 Jun 2008 |
| Total Posts: 9181 |
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| 01 Feb 2014 09:53 AM |
Currently, as far as I can tell, when you attempt to have something of a large structure moving, like a capital ship or any other kind of mobile sea or space based ship, your character's movements become a bit wonky unless you're specifically bound to the ship, as in sitting or otherwise welded.
Normal physics implies that your movement should be relative to the system that you're standing on, so when I stand on a moving ship, I should be able to walk my normal human walking speed of 1mph. On roblox, this happens with limited effect, and often times attempting to get up and walk around a ship that is moving is ineffective or flings you in odd directions. Roblox seems to imply that character movement is bound to the entirety of the game. When you make object A move with person B on it, person B moves with object A. Person B does not get flung off unless initial movement force is so jerky that it overcomes friction forces of the person standing on the ground and causes the person to fall or otherwise move.
I would like to see movement bound to the system on which you're standing. I don't want to slowly be forced to the back of a ship when I'm wandering it, just because it's in movement and roblox doesn't handle that sort of system specific movement properly.
It's hugely limiting for what I want to make. I would love to be able to have ship to ship combat with the ships properly moving instead of sitting around like they have no functionality. Unfortunately, them actually moving completely disables the ability of players to function normally due to the dissociated person-system way physics works. |
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| 01 Feb 2014 12:40 PM |
| Support. Can't tell you how many times I died by this. |
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| 01 Feb 2014 02:54 PM |
It's funny, because when I was chatting to Reaven about this issue earlier today, his exact words were "meh, no one will care"
By the looks of it, can't say he's wrong.
but bumpin' this tho |
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AlphaNest
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| Joined: 04 Feb 2012 |
| Total Posts: 207 |
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plouper
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| Joined: 30 Jun 2010 |
| Total Posts: 95 |
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| 02 Feb 2014 05:55 PM |
| They've improved it from before. Before you couldn't stand on something going 400. Now you can, but if you move you fall off. Still needs the improvements you said. Support. |
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Xurxes
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| Joined: 04 Apr 2010 |
| Total Posts: 690 |
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| 06 Feb 2014 03:48 AM |
| Heavily agreed upon. Support. |
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Superfryx
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| Joined: 01 Aug 2011 |
| Total Posts: 3253 |
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| 06 Feb 2014 06:01 AM |
Support, I saw the newest version of gallions though somehow fix it.
~local Superfryx=game.Workspace.Awesomeness |
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| 24 Feb 2014 01:26 AM |
bump it
louddaaa
bump it
louddaa |
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| 24 Feb 2014 02:25 AM |
| Support. I hate it when I stand on a moving bus in Robloxity, I keep falling off. I think this is the main problem they need to fix it. Since Articulated Physics is going to be released, this might fix those problems. |
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Detrotsid
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| Joined: 12 Nov 2012 |
| Total Posts: 2237 |
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Ulrakid11
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| Joined: 31 Dec 2010 |
| Total Posts: 1587 |
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| 24 Feb 2014 06:34 AM |
Nice wall of text.
Respect my authoritah! |
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iBryson
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| Joined: 05 Jul 2012 |
| Total Posts: 407 |
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Baltik
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| Joined: 15 Oct 2010 |
| Total Posts: 1024 |
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| 04 Mar 2014 10:20 AM |
Support.
-totally not a bump in disguise-
OH LOOK A MOOSE *points* |
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Stalker8
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| Joined: 14 Jun 2010 |
| Total Posts: 172 |
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papey
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| Joined: 18 Sep 2008 |
| Total Posts: 7424 |
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| 04 Mar 2014 10:51 AM |
Support. Either I can't drive properly because some guy is colliding with the car's walls or I slide off moving objects at crazy speeds |
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tery215
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| Joined: 19 Aug 2009 |
| Total Posts: 3879 |
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