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Method: Lined the drone up as perfectly as I could using the Beginner flight mod (stablization, auto hover) in external (3rd person) camera. paused the game, started a timer on second monitor, recorded both screens as I dropped the drone by switching it to PRO mode, and unpausing.
the drop time took 0.87 seconds to drop the 1 container.
If a drone fell (1.018kg) 2.90m, it would have hit the ground in 0.76s
I however resulted in 0.87, and that was done by filming in slow motion.
My test is accurate within about 0.03s, so it cant be that far off.
Doing the math for if it was 7.2m/s spits out 0.89s in the calculator, so yeah. Id have to agree with this one.
Good work devs, dont get down and all about all us complaining about the speed and gravity etc. the game overall feels great and getting dev responses in the forums is always great.
Using the game drone may not be a good approach to sample gravity as we have air resistance , minimal thrust acting and other combined behaviours.
Numerically on the engine we are using Earth's 9.8m/s²
On early runs we also distrusted the engine and made tests launching a sphere (with and without drag) to confirm the gravity was right.
We provided a StartVelocity and also StartHeight to it.
Then compared with hand written math.
The times were accurate for drag and dragless tests.
But I'll ping the team on your results!
Thanks!
So, for instance, there are drag differences between falling nose-to-ground or bottom-to-ground.
We asked the art team.
Containers on Gates of Hell are 3.5m :)
Could you help me out with a few numbers?
-The area of the bottom of the drone.
-The area of the nose of the drone (side profile)
-The height of one container as it scales in the game
-Minimal thrust acting force in newtons (this is so that the motors are spinning at idle so you can still roll and yaw and such correct?)
-The drag coefficient of the drone you have in the game right now
I did another calculation using the drag coefficient of an object I deemed close to that of the drone. I got a fall time of 1.45 seconds in calculation, still far faster than my tests results showed. I feel like your drag coefficient is too high, but I would like to do more calculations.
I understand that there are other factors at play, it just feels like I'm flying on the moon, but maybe that is because I was so used to your old physics.
Maybe you could just send me a real racer3 and I'll be your beta tester and compare ;P
We are also cooking a blog post with a breakdown on our physics findings.
Should have a more in-depth log on what we have been doing to match IRL physics :)