Collision dampener blocks

    NeonSturm

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    Imagine a Plex-Spring/Feather group of blocks - they modify force from your ship and a group of other touching blocks (Hulls or Plex-Landers) used in collision calculations.

    For easier imagination of my idea:
    • dampener-array = a valid array of Plex-Spring/Feather blocks
    • plate-array = Plex-Landers/Hulls - where the collision occurs (a valid array of one block ID)
    • plate-weight = plate-array's weight only
    • dampening = dampener force capacity per collision

    The heavier your plate-array -> the larger the force -> the more damage to others
    Like the plate would be it's own ship​

    Dampener-arrays act like shields (to both, you and the other), with maximum power once per collision (no re-chargers).
    Dampening applies only on collisions with the largest touching plate-array to prevent abuse.​


    WIP - Formulas:
    rawPlateDamage = v^2 *m <= dampening
    Java: Math.min( pow(ship1|plate.v - ship2.v, 2) *Math.min(ship.mass - plate.mass), dampening)​

    regularDamage = v^2 *m - rawPlateDamage
    Java: pow(ship1.v - ship2.v, 2) *Math.min(ship1.mass - ship2.mass) - rawPlateDamage​

    only the rawPlateDamage part can get reduced.​
     

    jayman38

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    I love the idea of dampener blocks. This would need to be implemented if docking clamps were implemented. They just seem to go together like peanut butter and jelly.