*spends 9 minutes firing rockets and edits it all* that's what i call a *master piece which to all you low brain cell people means its brilliant now stop calling me trash*
Your way of improvising with the game props, animations and voices to make something natural that goes so well is amazing, you are one of the very few that puts that much effort and creativity into your videos, keep up with your awesome work Jantsuu
Looks like we learned 3 things today! 1. Car rockets are barely affected by ANYTHING. 2. You can get hit with your own rocket. And 3. Trevor has a soft spot for teddy bears :3
First of all: apparently programming accurate physics is hard. Second: If you take error into account, then you can say that all speeds were the same, no matter the situation.
Marcelelias11 Its not hard to program necessarily. There are two methods in which you can program projectiles in games. 1. Have the projectile move at a set velocity in the given direction. 2. Apply a force to the projectile in the given direction. There are reasons to use either one of these. Rockstar clearly uses method 1. They sacrifice the authenticity that method 2 would produce for a more consistent result.
There really isn’t someone else like Jantsuu, these tests aren’t something you would see everyday on RU-vid and at the same time there are unexpected funny moments as well.
Im guessing no, because there was that hydra glitch where you could make it reach insane speeds, but when you fired the rockets they would float backwards and trail behind.
lol been awhile since i did that one. a wth moment but hey that was a fun moment also. could in essence fire rockets ahead of you and hit a guy behind you. the chat goes nuts lol.
RPG uses RPG rockets though. Yes they are technically grenades but they are branded and refered to as what they are used in. But in all technicalities it doesn't matter what you call them
@@shirori2004 Yeah, but if you look at the names, you see what I mean. A grenade laucher uses grenades as ammunition and it is called that way because it launches them. So an RPG launcher uses rocket propelled grenades as ammunition and is called that way because it launches rocket propelled grenades. And calling them "rocket propelled grenade rocket" doesn't make sense. Those are just grenades, not rockets. That's two different things. They're just propelled by rockets.
Summary of every episode. Beginning: camera views random area of the GTA 5 Character, Trevor Philips. Trevor: (grunt.mp4) hi Video: is shown Some one:dies Russian guy: survives unsurvivable event video: end
I actually know for a fact that your in the back of the car but are technically not sitting in it then your rocket can hit the car, even on launch if theirs a bit too much latency. But if it’s fired from a vehicle that your flying (buzzard or Hunter for example) then the rocket will fly right through you, but you can still die from the explosion if your next to the rocket when it reaches max distance.
My hypothesis is that the one in the car will go slower because as Newton’s third law states that a force should have an opposite force. So when the rocket fires, it go slower because there’s the after-force launching the gun backwards after firing, and the force of the air over compensating the one before force of the initial launch of the rocket. So technically if the one on the ground doesn’t go father then the one in the car, GTA misses a detail in their game.
In real life rockets accelerate while flying so I suggest u try to measure the speeds only in the second half of the road then the result may change. great video tho.
I learned the moving vehicle one the hard way, turns out playing with rockets whilst moving at the sound barrier with the help of a trainer has it’s risks
Programmer here...all of the times are within a margin of error. When you fire the RPG, it doesn't take into account any factors except for the angle that you're pointing it. It completely ignores gravity. The most likely reason for this is to simplify the multiplayer server side code. The server just needs to check hitbox collisions along the path that you fired it. If game physics effected the speed of the rocket - then either the server would need to know the starting velocity and maybe also calculate gravity drop - or the client would constantly need to transmit the rockets position (would add lag and more inaccuracy). Admittedly the former option wouldn't have been too difficult to implement. But Rockstar have realism where it matters, and have optimization where they can. They use hitscan which means bullets aren't effected by gravity or wind or player velocity.