Collision Damage.

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    Collision damage needs to be scaled down a bit. I can hardly land on a planet with out dying

    You see I had a perfectly good fighter that was 100 mass perfectly capable of landing on that planet before and now I can't I die instantly. Please devs find a way to fix this.

    Edit: Incorporate armor values into the collision calculations as well.
     
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    I just watched your clip, and... What??!!!!!! I now completely agree with you! (Speechless)
     
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    Increase the threshold. I use about 25-40 to be able to take soft landings.
     
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    But I don't want to increase the threshold as on some servers they keep it default.
     
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    I'm sorry, but watch the video. He shouldn't have died, he was going really slow.
     

    NeonSturm

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    My problem with it: I have no idea what 2 or 25-40 actually mean.
    Force of impact? speed? something else?
     
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    The collision damage threshold in server.cfg

    It's the minimum force needed to break things, by default it's 2
     

    NeonSturm

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    but what scale does this force value use? 1m/s -> 0m/s = 10 Newton? or is 1=10 Newton thus 2 = 20 Newton = sqrt(2)m/s->0m/s?

    2 mass = 2x the force? then it is getting difficult... We have no flexible size blocks, thus you land always with a block in the corner first.

    Independent of ship size -> this will crash all large ships on plants no matter how they try to land :D
     
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    All I know is that it take ship mass and speed into account.
     
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    If there is no minimum speed for collision damage to work, I know what the next suggestion is going to be... I think that the minimum speed should be 3 m/s, in case you decide to land on a planet with a big ship.
     

    NeonSturm

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    Big ships shouldn't land on planets.

    I think this number should be mass*speed^2 (per second) for simplicity (maybe is but then needs a comment about it's formula) and default to (decent shuttle size)*10^2
     
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    I'd like not to die instantly when hitting a planet at 1.5 m/s in my planet harvester :mad:
     

    Lecic

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    Just increase the threshold, and don't land with big ships.
     

    FlyingDebris

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    So it was YOU who trashed my fighter! *lousy drivers...grumble grumble grumble*
     
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    Recently I played in a survival game that involved crash landing on a planet and starting from scratch, this quite adeptly demonstrated the porblem with collision damages over sensitivity. But this is simply a newer feature, that just recently had a setting implemented in the config, the initial amount set was hard to judge (your testing it for us now, and yes you turned it on, so you get to test it, its not on by default, sorry) Schema and I have noticed the severity of it though, so it will likely have its default setting reduced so as not to destroy even the smallest of ships with the lightest of landings.
     
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    I have experimented with different values for COLLISION_DAMAGE_THRESHOLD and no matter what, even at an impact speed of only 2 or 3 "km/h", my ship takes damage from "colliding" with a station. Now if this was a massive Titan of several thousand tons, I might even accept some minor scratches in the hull, but this was with a ship of 23 blocks, or 2.3 tons - a core, one power and thruster block each, and twenty blocks of grey hull to act as a shock absorber.

    I might imagine part of the problem is that blocks are non-deformable, so they can't absorb the energy over time - the deceleration is instant, thus the impulse is approaching infinity.

    I hope this is still on the radar, until then I'm going to have to turn off collision damage.
     
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    I have experimented with different values for COLLISION_DAMAGE_THRESHOLD and no matter what, even at an impact speed of only 2 or 3 "km/h", my ship takes damage from "colliding" with a station. Now if this was a massive Titan of several thousand tons, I might even accept some minor scratches in the hull, but this was with a ship of 23 blocks, or 2.3 tons - a core, one power and thruster block each, and twenty blocks of grey hull to act as a shock absorber.

    I might imagine part of the problem is that blocks are non-deformable, so they can't absorb the energy over time - the deceleration is instant, thus the impulse is approaching infinity.

    I hope this is still on the radar, until then I'm going to have to turn off collision damage.
    Yes, this.
    I would imagine Schema would add some more complex coding to deceleration and collisions (ricochets, scraping, and head-on collisions calculating the mass behind the colliding block, and perhaps some calculations including the armor, too)?
     
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