Hi, again!
ChameleonScales {l Wrote}: In my opinion, karts should never bounce like rubber balls no matter what they hit. A real kart made of metal would crash against an obstacle and that's why it wouldn't bounce. So the game should not even allow such restitution values.
Well, you know why. It's
Newnton's 3r Law as well the
Law of Momentum Conservation. Even F1 or GT cars, that are way heavier than a kart, do not stick together when they collide with a wall or another car. If the game tries to reproduce the real World, the cars must bounce apart.
The harder you collide with another body, harder will be the reaction. When one or two bodies absorb 100% of an impact (eg.kart hitting blocks of hay), an inelastic collision happens and there's no bouncing. The bodies (kart and cubes of hay) stick together. A car or kart will not bounce if it (or the object) deforms its structure absorbing 100% of the impact (losing the greatest part of the system's energy). When one or two bodies doens't absorb 100% of the impact, the resultant momentum moves away one or both. The karts of STK don't deform graphic or physically. In other words: you can't see or fell some damage of their structure. So, the collision is inelastic, which means that they need to bouce apart after a collision.
In real World, karts and cars bounces after a collision most times, but in an "almost unpredictable" way in terms of direction, distance, movements and damage. The restitution and the new direction of a vehicle after a collision depends on many factors like material that suffers the impact, the coefficient of friction (COF) of the track/terrain/floor, strength of impact (which, by its side, depends on the mass and the speed of the bodies that collide), the angle of impact as well the shape of theobjects that suffers the impact.
1.Bouncing according to the materialA collision with a smooth body like hay will absorb the impact. Kart and hay stick together:
https://youtu.be/5rRDJmfTmGA?t=53sMost collisions on STK are elastic due to the objects and respective materials. So, the karts must bounce to reproduce the real World.
2.Boucing according to the COFA collision against the ice rock in a track like
"On an Iceberg" should allow the kart to slide for a long distance until it collides again when running over slicking ice. But, when the karts gets out of the track and reaches the snow, the speed decrease drastically until it stops totally. The author of the track can set the
COF for certain parts of the terrain. So, the speed may be high on asphalt and slow on the grass or beach sand and this defines how much the kart bounces in terms of distance.
3.Bouncing according to the strength of impactIf a vehicle hits a wall at 20km/h the damage is minor and the distance it will bounce until the stop is shorter than when it hits the wall at 120 km/h, of course (except for most straight collisions at 0º). So, it's okay to allow a rebound that is proportional to the impact. The harder you hit, the harder you bounce (Newton 3rd law).
4.Bouncing according to the angle of impactChameleonScales {l Wrote}:For the second issue I pointed out, I don't think you've addressed it, as it's a matter of rotation, not bounciness
Lets see your previous observation:
ChameleonScales {l Wrote}:when skidding while hitting a wall, the kart turns back in the opposite direction, which makes no sense whatsoever
If the angle of impact or any other factor avoids the complete absorbing of energy, one or both do not absorb most part of the impact. Occurs an elastic or a partially elastic collision and the bodies do not stick together no matter the material:
https://www.youtube.com/watch?v=F2WdW6CwjooIn the real world, cars hitting a wall in angle cause a partially elastic collision. Then,
the car (or kart) bounces in a mirrored way and reverse.
Disclaimer: graphic images of real crashes.
https://youtu.be/p_tt51pt9Jo?t=1m1s
https://youtu.be/VBV4Q4b0Ifo?t=14s
https://www.youtube.com/watch?v=1hW5MpdA5Cg
https://youtu.be/OvBda9CGlrU?t=1m50sIn the real life (except if the car hits a wall at an angle equal to 0), the car rebounds to the opposite side of the trajectory before the collision. What happens on STK? The contrary. The karts hit the wall and back in reverse, but by the same path returning to a previous position.
Probably, because it's an easier behavior/reaction to be programmed by the developers.
5.Bouncing according to the angle and shape of the wall/objects that suffers the impactThis one has to do with the previous (4). A curve or not plane surface makes the kart rebound according the angle of collision at some point.
Ghost or Solid?Well, I don't like when objects works as ghost when the real objects (real trees, walls, columns, etc.) in the real World are not, except if it's proposital (eg. a ghost rack, a ghost door, etc. in a misteryous house). I don't like if the ghost objects should be solid, but were set as a ghost because they are on the normal path of the track and the author can't find a better solution. But, if the author of a track uses this trick in crytical points for bad drivers, no problem by my side.
Sorry for a possible mistake. It's 2:00 PM now.
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