login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Terminal velocity: I believe there is a terminal velocity but I'm not sure what it is, except that it's pretty high. I could be wrong though.
Other games: The same equations apply in every Source engine game before TF2. I believe it applies to both L4D games and CS:GO. It applies in Portal 2 *except* that if your horizontal speed is too high (I'm not exactly sure but something like 150% normal speed) your air acceleration is set to 0, preventing any further turning.
Z-axis: The Z-axis can be ignored. More specifically, the player's input direction (which determines the air acceleration direction) is always in the horizontal plane, so when velocity is projected onto the air acceleration direction the vertical component disappears. Gravity is applied separately from air acceleration.
So, if that's the case, then how do midair jumps get immunity to the acceleration limit? You can jump in one direction, than double jump in the opposite direction. How does that work?
One final question I have: is there a terminal velocity in the TF2, and has airstrafing been fixed in future FPS Source games (L4D2, Portal 2, etc)?