[Error] Loss of momentum after death.

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dsi1

FNG / Fresh Meat
Dec 9, 2006
225
47
0
This is a very visible issue, since the very first trailer featuring bullet death.

Simple gif illustrating it:
7ysWm.gif


The interesting thing is that the weapon keeps its momentum, but the solder doesn't, even though he was just about to fall onto his leading foot he still stops too fast for the foot to have dug into the ground or some such thing. (The most likely thing would be, the material being snow, the leading foot would slip forwards and the body would continue moving in the same direction)
 

PsYcH0_Ch!cKeN

Grizzled Veteran
Nov 27, 2005
1,677
200
63
39
Brisbane, Australia
www.ragequit.com
Actually, the soldier isn't losing momentum at all, what's happening is he's absorbing momentum from the bullet. For reasons unknown to me, TW like to add a lot of momentum to bullets, John Woo style (the same was done in RO1 as well but to a lesser extent). It's most obvious on proned soldiers, who leap in the air when shot. I think it looks ridiculous personally, but it's their game, not mine. :)
 

Sheps

FNG / Fresh Meat
Aug 5, 2011
274
255
0
Actually, the soldier isn't losing momentum at all, what's happening is he's absorbing momentum from the bullet. For reasons unknown to me, TW like to add a lot of momentum to bullets, John Woo style (the same was done in RO1 as well but to a lesser extent). It's most obvious on proned soldiers, who leap in the air when shot. I think it looks ridiculous personally, but it's their game, not mine. :)

But a bullet doesn't stop man in their tracks. Well unless that bullet is actually an artillery shell.
 

dsi1

FNG / Fresh Meat
Dec 9, 2006
225
47
0
Actually, the soldier isn't losing momentum at all, what's happening is he's absorbing momentum from the bullet. For reasons unknown to me, TW like to add a lot of momentum to bullets, John Woo style (the same was done in RO1 as well but to a lesser extent). It's most obvious on proned soldiers, who leap in the air when shot. I think it looks ridiculous personally, but it's their game, not mine. :)

I was going to add a line addressing that, apparently, the bullet is accelerating him way too much, this but I thought it was too obvious to add :(
 

u-s-e-r

FNG / Fresh Meat
Nov 24, 2010
1,329
340
0
Yeah, there's a lot of "goofy" stuff going on with the ragdolls in the game in my opinion.
 

dsi1

FNG / Fresh Meat
Dec 9, 2006
225
47
0
Yeah, there's a lot of "goofy" stuff going on with the ragdolls in the game in my opinion.

The only other weird thing I notice besides this is that, while items interact with stair steps, bodies only interact with the stair collision slope...
 

dibbler67

FNG / Fresh Meat
Sep 4, 2011
654
6
0
Texas
The bodies shouldn't stop! The bullets have a lot more energy than the bodies but a lot less momentum. This is why bullets cause so much damage to bodies but don't necessarily knock them back in real life. The kinetic energy is transformed into vibrational or thermal energy.
Even if a bullet had enough momentum to stop someone, it would be that single type of round because bullets of different masses and velocities will have different momentums (i.e. the 9mm Luger shouldn't stop someone if the 14.5mm PTRS simply stops someone 'dead'.)
I don't think that's how the game does it's ragdolls though; after all people stop dead when they're shot in the back too. Still, I think this should be addressed!
 

dsi1

FNG / Fresh Meat
Dec 9, 2006
225
47
0
I don't think that's how the game does it's ragdolls though; after all people stop dead when they're shot in the back too. Still, I think this should be addressed!

Yeah I think it's a problem with how a live character switches to a ragdoll.