Garry's Mod

Garry's Mod

Wiremod
sudokek 20 Aug, 2013 @ 11:38am
Thrusters simply do not work correctly. Can't figure out why.
Right, so I'll start off with saying I can do e2 and what not, so I know my wire. The thrusters when set to a higher multiplyer (such as 10,000) will simply fail. They push, if I throw the prop in the air, but it acts like I have it set to only 100-200ish. I don't understand that. When I tried 1,500 it actually worked better than the 10,000. There's no reasonable explanation for this. First it was on my public server doing that, everyone was affected. Then I tried it in single player after a total reinstall of gmod, still did it. What's the deal?
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Showing 1-11 of 11 comments
Anticept  [developer] 21 Aug, 2013 @ 1:08pm 
Does source/garrysmod still use weight of the thruster as a factor in the velocity? Try changing the weight of the thruster using a weight tool, or use a different model.
sudokek 21 Aug, 2013 @ 1:26pm 
Well, the weight of the thruster absolutely made a difference. Why has that never happened before? Just suddenly started to affect? Garry must of just added that "feature" I guess.

:gmod:
Anticept  [developer] 21 Aug, 2013 @ 8:03pm 
It's been a problem since the beginning. It might actually be how source calculates physics.
sudokek 21 Aug, 2013 @ 11:15pm 
But I simply don't understand, it never used to do that for me. Why all of a sudden?
Nebual  [developer] 22 Aug, 2013 @ 12:18pm 
You must've just not noticed, its a core part of how source handles physics. I think of it like a priority system. If theres a weight 1 popcan attached to a weight 20000 cargo container, forces on the popcan are going to be less significant to the overall system. Same goes for welds looking "sloppy", its a weight issue.

If anyone understands the mathematical relationship between weight and effective thrust (it doesn't appear to be linear), I'd love to factor weight in to the Thruster overlay's "Effective Thrust" number.
sudokek 22 Aug, 2013 @ 3:39pm 
Huh, thank you so very much for explaining that to me! I was so frustrated. I made a TIE fighter that couldn't fly. Q_Q. You guys have the ability to talk to Garry, do you not? More or less? I'm sure he'd listen to the people with one of the most important mods ingame. Facepunch is best punch.

But seriously guys, thanks.

:balloon:
sev 23 Aug, 2013 @ 12:38pm 
Er, why is this so much of a surprise?

Let's say you have an object that has forces exerted onto it to push something else (the thruster). The object has a constant force exerted onto it at all times.
If the object has little weight, the object won't be heavy enough to push much of anything, even if it has a force of 10,000 units exerted onto it.
However, if the object has a much higher weight, moving at the same velocity as when it was lighter, it will be able to push a lot of things very far.

The higher an object's weight, the easier it is for the object to push other things around, and the harder it is to move it. However, thrusters exert a constant force regardless of weight, so that can lead to wonky problems like this. Some will constitute this as being a feature and/or a bug
Last edited by sev; 23 Aug, 2013 @ 12:42pm
AbigailBuccaneer  [developer] 24 Aug, 2013 @ 2:59pm 
Originally posted by TDC DarkShuffle6:
If the object has little weight, the object won't be heavy enough to push much of anything, even if it has a force of 10,000 units exerted onto it.
However, if the object has a much higher weight, moving at the same velocity as when it was lighter, it will be able to push a lot of things very far.

I don't think you understand the term 'force'.
sudokek 24 Aug, 2013 @ 3:45pm 
^ My thoughts exactly. I figured it worked similar to apply force in an e2. Guess not! lol
Squeaks 25 Aug, 2013 @ 8:11am 
my thrusters don't work at all
i wired a wire thruster to a pod controller and i have not movement
Last edited by Squeaks; 25 Aug, 2013 @ 8:16am
sudokek 25 Aug, 2013 @ 9:28am 
Change the weight with the weight tool. Thruster isn't heavy enough to not act like a feather in the wind.
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