Marine physics

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calroger
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Marine physics

Post by calroger »

I have wondered for quite some time what would happen if you executed the float command while on the moving boat. I have finally performed an experiment to see what happened. As the boat approached the Kerath Arch, I executed a float command and did a /anim swimfast in the direction of the arch. When the swim action stopped, I was still moving. I did a /rot 180 to face the boat. Relative to the boat, I was not moving. However, I was moving with the boat relative to the lake environment.

I think this shows that the environment on the boat is a sub environment that moves with the boat. If you start on the boat and use advanced ki navigation commands, all movement is relative to the boat. The one thing I didn't try was to maneuver away from the boat to a solid object or surface and "land" with /nofloat. I think, based on what I observed during this test, that the results would have been a crash jump to Relto.

It was an interesting test. I want to try some additional testing such as starting on land or dock and float navigate out to the moving boat and attempt a landing. I am not sure what will happen since I would be moving from the fixed environment of land to the moving environment of the boat.

Maybe I just have too much time on my hands!! LOL!

Cal
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Nicole
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Re: Marine physics

Post by Nicole »

Hey Cal.
I remember one time I was on the roof near the ferry and the boat that was docked.
I ran and jumped to the center of the boat and when I landed on the boat, I fell through and Reltoed out.
I think there is a lot of Physics in that boat.
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Re: Marine physics

Post by Mystler »

Heh, that's a cool experiment to see how subworlds work. But be careful, if you do not leave the boat over the dock you do not leave the subworld and only the boat will be solid for you.

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Re: Marine physics

Post by Annabelle »

calroger wrote:I think this shows that the environment on the boat is a sub environment that moves with the boat.
Any moving part of a given age is a subworld. The boat just falls into this category. Well... there are also the kickables which aren't subworlds. Anything that moves accordingly to a preset of coordinates from point A to point B. :D

Mystler wrote:Heh, that's a cool experiment to see how subworlds work. But be careful, if you do not leave the boat over the dock you do not leave the subworld and only the boat will be solid for you.
Yes.
A subworld can ONLY be entered or exited by given "portals". You are warping seeminglessly between the main age and the subworld. The main age doesn't "exist" if you exit anywhere else than the coded "portal" ;)

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Re: Marine physics

Post by Folkher »

Yes, that makes sense. Objects can only interact with other objects within the same environment ... I learned this in another game, where one could run to a mountain ridge and then down on the other side - just to fall through the texture cause that side was part of another region. From the other side of the ridge you could run up that mountain without any problems but you were not able to "cross the border" ;) .

That bug was fixed short ago, but a few of us really enjoyed it 8-) .
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Re: Marine physics

Post by calroger »

I have just done a couple more tests. From the dock,away from the portal, I did a /float->/anim swimfast->/nofloat and fell through the boat to Relto. I did the reverse. I walked out on to the boat and did /float->/anim swimfast->/nofloat and fell through the dock to Relto. This confirms the statements above by Mystler, Folkher, and Nicole. I had no reason not to believe what was said but I wanted to try for myself. Now I have found a new way to "fly" through the wormhole back to the safety of my Relto!

Thanks for all the comments, everyone. Now, how do you move a cone other than kicking it. I tried to move a cone onto the boat a couple months ago but it got stuck at the gate.

All this business about subworlds reminds me of the Science Channel series "Fringe" where there are two parallel universes and the pitfalls of traveling between them. That series has ended but is still available on DVD and Blu-Ray on Amazon and other outlets.

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Re: Marine physics

Post by Nicole »

Ahhh Cal. You are just testing us with these things.
I will try to get a cone into the boat, but I think the boat and the rest of flooring are two different things.
Boat is one and the ferry and it's "toys" are another.
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Re: Marine physics

Post by Mystler »

FYI: This is why you sometimes fall through the world in Gahreesen when you do /spawn. Gahreesen is full of subworlds and spawn does not leave them.

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Re: Marine physics

Post by Annabelle »

calroger wrote:Now, how do you move a cone other than kicking it. I tried to move a cone onto the boat a couple months ago but it got stuck at the gate.

Cal
The cones are objects than cannot leave their world. You will come to an invisible barrier at the dock gate where you will be able to get thru to "warp" in the subworld (the boat) but the cone won't follow you...

In fact, objects can be coded to not moved outside a given fixed area within a wider world. Just try to get the plank out of the imager room/kitchen in the Cleft. If you succeed it will be a first :lol: , the plank is coded not to cross the door openings. ;)

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Re: Marine physics

Post by Folkher »

Mystler wrote:FYI: This is why you sometimes fall through the world in Gahreesen when you do /spawn. Gahreesen is full of subworlds and spawn does not leave them.
I recommend to test flymode in an offline Version of Uru ... very interesting and surprising effects - and a little bit disturbing the first time :lol: .
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