Velocity save bug?

  • Videogamer555
    18th Jul 2011 Member 0 Permalink
    When I make a stamp of Neut which I've imparted a velocity to of greater than 10 it seems (such as "!set vx neut 100" in the console) then I make a stamp of this and paste it into the simulation in another location on the screen, then unpause the simulation, it all of a sudden has the pasted stamp going a LOT slower than the original one.
    In fact if I then save the simulation (ctrl+save button) and load the simulation from a file, it now has BOTH groups (the drawn group and the pasted stamp group) going at the SAME SLOW SPEED!

    Please fix this.
  • cctvdude99
    18th Jul 2011 Member 0 Permalink
    @Videogamer555
    I think 10 is the maximum saved vx, like 65535 is the max saved life or something.
  • Videogamer555
    18th Jul 2011 Member 0 Permalink
    Can this be fixed? I have an experiment that has large numbers of fast moving neutrons, and I don't want to have to load the save AND THEN use the console command after I load it EVERY TIME to impart an ultra high velocity on the NEUT. I would like to save it with those ultra high speed NEUT so I can just reload it.

    PLEASE, TPT developers, PLEASE fix this if possible.
  • code1949
    18th Jul 2011 Member 0 Permalink
    @Videogamer555 (View Post)
    Just use GPMP that is at absolute zero. You don't need TPT to save, there is almost always a way around it.
    Edited by code1949, 2011-07-17 01:19:21
  • Videogamer555
    18th Jul 2011 Member 0 Permalink
    Yeah but my specifications on what I want to do are very narrow. I want to set SPECIFIC velocities for certain particles including speeds above 10, and I want to be able to save it so I can work on it later as well as upload it to the TPT website so others can run it, without leaving VERY DETAILED instructions so that the next user of my sim will be able to set the velocities correctly via the console. If it saves the speeds correctly, the next user can just run it without having to worry about typing in console commands to get it to work as it should.

    And I see no reason that the developer staff here at TPT, should have any problem with this bug fix.
    Edited by Videogamer555, 2011-07-17 02:25:24
  • code1949
    18th Jul 2011 Member 0 Permalink
    @Videogamer555 (View Post)
    Other than the fact that it would put more strains on TPT's servers.

    You could have multiple laser acceleration units that are enclosed with gravity wall, then you merge the beams together and pass them through a block of INVS.
    Edited by code1949, 2011-07-17 02:36:07
  • Pilihp64
    18th Jul 2011 Developer 0 Permalink
    Was looking at velocity saving, and it does only saves values from -8 to 8.
    I'm not completely sure why it is restricted so much, since it is stored in a char, it could at least be -127 to 127.
    Will need to ask simon later.
  • Videogamer555
    18th Jul 2011 Member 0 Permalink
    @cracker64 (View Post)
    Also if you increase that to short-int (16 bits) you can encompass the full range of velocities that are saveable to include all those achievable in TPT (I found I can set a particles velocity at the console even to something like 500). That way saving doesn't truncate values used in your simulation.
  • jacksonmj
    18th Jul 2011 Developer 0 Permalink
    It's -8 to +8 instead of -127 to 127 to give greater precision (precision of 0.0625 pixels per frame). Most things don't go that fast - for example, photons travel at only 3 pixels per frame.

    Anything over 8 pixels per frame is a ridiculous speed. Why do you need things to move at such high speed anyway?
    Edited by jacksonmj, 2011-07-17 10:04:37
  • Videogamer555
    18th Jul 2011 Member 0 Permalink
    I found I can make some awesome bullets by setting a block of neutrons 30 pixels wide to easily go rocketing to the ride at 30 pixels per frame and not miss a single pixel. Makes for some awesome bullets. Since NEUT will impart pressure, I can actually damage some things with this technique. But then I save my console-edited block of neutrons to a stamp and place it in Destroyable City 5, only to find that my save reduced the speed automatically to only 8 pixels per frame.


    Though with NEUT it isn't as important as NEUT has no air resistance. However plasma PLSM, which I would LIKE to make a bullet out of (plasma gun anyone?) encounters air resistance with an initial velocity of 8 pixels per frame, and grinds to a halt almost immediately. But if you use like 50 pixels per frame it really overcomes air resistence and makes a nice horizontally moving plasma bullet moving at a good speed.

    Unless the developers fix this bug, I'll never be able to make a stamp out of my plasma bullet. Instead I'll have to do the much more time consuming task of pasting the plasma block, and then going to the console and setting it's velocity, EVERY SINGLE TIME I want to use my plasma bullet. This also means I won't be able to post a save online containing my plasma bullet.