It's kinda funny how edited together the thumbnail looks, but it's just straight up a screenshot with some text lol. Buy Space Engineers here and I get paid: link.xsolla.com/FhTKnl8j
Probably they just modified the tried and true missile system. Actually a great way to minimize the chance of introducing a slew of new game bugs. Not to mention, it probqbly makes it pretty easy to apply proper gravity effects on the projectiles. Gravity does affect their trajectory, after all.
@@Gottaculat Thar also would account for the projectiles way of moving, they obviously have some type of propulsion since they do not just bounce but keep pushing. If it was completely new physics designed for shells I find it hard that they would add that since it would not be realistic. And for fast moving projectiles its not a problem, they will explode so you would never see the strange behavior but with the slow speed they do not take enough damage to explode it seems.
The projectiles have health, and I guess if they're going slow enough their not going to take damage. Same for the railgun shot. It breaks through blocks until its out of health.
We were probably never meant to properly see it, and they just use that model for the entity because of that. This does irk me as well though, now that it's been made apparent
I think the reason for the artillery shells not exploding is the behaviour which triggers the detonation (seen at 01:55). I would take a guess and say: Anytime a shell receives actual damage (either being hit by hit-scan or physics objects *with sufficient speed*) it detonates. Because you slowed them down, the game did ot apply any damage to either object, thus not detonating the shell. I don't know Space Engineer's code but this sounds to me like it would be a reasonable guess.
I suspect it's got something to do with the armor deflection mechanic they added in. Probably based one what some people have already mentioned regarding the shell taking damage in order to explode, and since the shells clearly have assigned mass, I bet this is how they arrange for angled armor effectiveness. Good video!
Programmer here. There is a time tick, normally to keep physic fast, collision are check only at the end of the tick, so stuff move and then collide. This is why things that go fast can glitch trough object; if they move more then the colliding object is big, they wont register the collision. Of course this mean by changing bullet speed you are screwing up the result, as the physic delta time for tick is the same. Sometimes bullet has "bullet mode" or "CCD" continouus collision detection, that will actually make the math to check if they intercept something also during the whole movement, but it is computationally more expensive... About explosion, maybe they need to hit with certain force to explode
Collision at high-speed would be very unlikely to happen due to keen not implementing CCD (Continous Collision Detection) which essentially means the bullet teleports between timestep and it won't check if there was something inbetween steps
I think the game lacks ammo types. For example, a high-explosive type of shells could be added to the cannon, which hits the area and touches several blocks nearby, and armor-piercing, which penetrates through the armor, making a small hole.
@@MajorJon Do sensors detect projectiles? Because if they do, it's possible to create explosive reactive armor that arms a warhead moment before impact and destroys the projectile on contact
So I think they normally wouldn't collide because you have decreased how fast they travelling. Normally they would travel a lot faster so won't be loaded as often, meaning they would more than likely miss each other or hit each but both going so fast that it doesn't effect them as much as it has when you slow there speed. Best way to test it would be to play the game at the highest possible FPS the slow down the footage. Good video tho. Something I have often thought about
Well it all makes sense though. The artillery projectiles have penetration values before detonating and exploding. So they must have a hit box and health or something to allow that to happen I gess. It is nice to see it confirmed in slow motion that was a brilliant idea!
this is literally an artillery shotgun. imagine an inline 5 of these fucking things at various angles to make a weapon that would make an SPAA truck from lebanon blush
So artilery shoting not only bullets, but the whole load xD well done KSH well done, and i was thinking that my version what shoot whole cannon is mad :D
2:26 my theory is that the impact with an object causes damage to the projectile and they only detonate when they take damage. They might only have four or five health but them bumping into an object at 2 m/s will not cause health to drain whereas impacting with something fast enough to do a little bit of damage cause it to break and on the break condition that is when the explosion happens. I don’t know the code tho so that’s just a theory
But the fact that over a certain speed voxels clip through eachother might mean if it checks if it’s inside a hotbox it shouldn’t be in then bang. But I think the if hurt then boom would be much simpler and not rely on jank to work
Honestly, I just can't get out of my head the fact the guns shoot the full round and not just the projectile. Would be cool if they ejected spent shells and maybe we could recycle them
The reason the projectiles don't explode (on modified lower speeds) is because they are measured accordingly. F(orce) = M(ass) * A(cceleration) and A = D(istance) / T(ime) ^ 2. To put it simply... the projectiles don't collide fast enough to actually explode.
The game can't do all colission calculations, 100% accuracy, 100% of the time. It has to pick calculations and also use shorthand approximations to check if the complex stuff is worth running. So the projectile likely scans ahead if it could hit any grid, to check if there is reason to run the complex colission code. However, the object interaction code like for rocks and debris would also still be running. But that one probably isn't reliable enough to trigger projectiles moving at speed.
I wish artillery worked in SE as it does IRL, where a shell explodes and throws shrapnel 360 degrees, and its the shrapnel doing most of the dmg, not the explosion Imagine a shell lands, and spreads out shrapnel like at 5:44
Projectiles have health and detonate once they run out of health. Apparently if they go slow enough they dont detonate. Since an artillery shell has a speed of 300m/s if you reverse at 100m/s and fire it will have a velocity of 200m/s relative to the world then if the target flees at 100m/s the impact velocity is 100m/s. So is it possible to catch a artillery shell. Speed cap mod are probably needed and i need to double check my default artillery shell velocity along wth test if the speed is relative to the world or the grid that fired the projectile. I think relative to the grid that fires it due to shells moving sideways with your ship as you strafe but i need to test this
I know see that the artillery shell fired has the same skin than the one who is not... Which is nuts. So you have the round AND the casing even after being fired.🤣
Try making internal weapons completely hidden with just a exit point where the bullets collide. If you get it right you could have the weapons hidden under several layers of armor with no direct sight to them.
So how reliable would it be to set up cannons that fire two projectiles at the same target by firing them into eachother? I mean logically, you've got an artillery shot that does twice as much damage
It bothers me that the projectile still has the casing attached. That's not how bullets (even car sized ones) work. Speaking of, someone make a mod for the Schwerer Gustav. Needs to get less accurate the more it is fired.
Idk why but im kinda disappointed that they used for the projectile not only the shell itself but also the attached cartridge case. its maybe just me but that annoys me rly hard xd