Portal 2 Mathematic calculations...

Avatar
errorlogin
6 Posts
Posted Jan 14, 2013
Hallo People!
I have a question about some constants used in portal 2.

I see now that Portal 2 has a gravitation of 600 units /s2

What is the air friction in portal 2?

What is the ground friction?

What is acceleration of catapults (or faiths)? Have catapults some other forces or tolerances? How I can control it?

What is acceleration (or just the speed) of the orange gel? What acceleration make blue gel if you fall on it and bounce?

How much weigths cubes, turrets? All sort of cubes and turrets. Is it in Kilogramm or in some other freak unit?

What is the speed of transportation in "Tractor Beam"?

Does the portals on the portalgun have friction if you past ideally by?

Many question :smile: But if you answer me for the first only what acceleration has the catapult I would be very happy. :smile:)

Thank you very much!
Have a nice day!

Advertisement
Registered users don’t see ads! Register now!
Avatar
FelixGriffin
2,680 Posts
Posted Jan 14, 2013
Replied 34 minutes later
Hello!

Most of those I don't know about, but cubes weigh 40 kilograms, and orange gel, faith plates, and tractorbeams are customizable. I believe that tractorbeams have a default speed of 250 units per second, and faithplates an impulse of 450 units per second squared times one timestep (modified slightly to hit whatever they're targeting).

Avatar
errorlogin
6 Posts
Posted Jan 14, 2013
Replied 18 minutes later
Thank you very much! I was for hours trying to calculate a faith to hit at right position, but I failed. Something is wrong with units. Or there is a one force more. Or just my calculations.. :smile:

Sorry the impulse is in Units/s2 or just units/s ? is it acceleration or just the speed?

Avatar
FelixGriffin
2,680 Posts
Posted Jan 14, 2013
Replied 15 minutes later
Impulse being a change in momentum, so kilogram-distanceunits per timeunit (or force*time in other words). It's 450 somethings, but VALVe seems to have stopped putting proper units on things. They call it "speed," but it doesn't make everything go the same speed. It varies by mass, like a force or impulse should.

And while setting up a faith plate with precise physics calculations is awesome, you can just place an info_target and set it as the plate's launch target. I think VALVe added it when the level designers were getting too frustrated. :wink:

Avatar
errorlogin
6 Posts
Posted Jan 14, 2013
Replied 14 minutes later
:smile:))
This is exactly my problem...
I have very small room. On one side faithplate on other tile for a portal. You can make the portal only in one position no matter how you shoot.

I want to make the player like a bullet to fly out of the portal and pass areas that you cant reach with other ways.
The faithplate has 5000 as speed or what it is.. If I make a info_target player flyes like crazy very far over the tile no matter how I configure other settings in trigger_catapult.
You can make it with slow speed, but it is not what I want :smile:)

Avatar
errorlogin
6 Posts
Posted Jan 14, 2013
Replied 12 minutes later
One question more :smile: how much weight the player? or better saying Chell?
Avatar
FelixGriffin
2,680 Posts
Posted Jan 14, 2013
Replied 3 minutes later
It's generating a parabolic path as close to the firing angle as possible to hit the target, and with a high speed the parabola goes way high up. "Use Exact Velocity" is your friend here, switch Solutions if it doesn't work.
Avatar
errorlogin
6 Posts
Posted Jan 14, 2013
Replied 2 hours later
Thats because I want to calculate, Use of "Exact Velocity" dont work. Thatwhy I need some numbers. Like how much weight chell. Maybe I can do it this way. :smile: Can you maybe say where I have to search? I know there is some definition txts where is all all what about weights. The portalgun is for example 4 Kilo.
I cant find the txts for chell or player. She is falling because of that she has to have some weight, but is there something open for us??
Avatar
FelixGriffin
2,680 Posts
Posted Jan 14, 2013
Replied 1 hour later
I'm not sure. Try using a filter_activator_weight, or ent_fire !player RunScriptCode "printl(self.GetMass());".
Avatar
innocentive
52 Posts
Posted Jan 17, 2013
Replied 2 days later

I haven't read the whole thread but it looks like this side would be of interest to you:

https://developer.valvesoftware.com/wiki/Dimensions

Avatar
FelixGriffin
2,680 Posts
Posted Jan 17, 2013
Replied 6 hours later
Try having one catapult launch the player up into another, which has no target, exact velocity, and a high speed straight forward into the panel.
Advertisement
Registered users don’t see ads! Register now!
Avatar
errorlogin
6 Posts
Posted Jan 18, 2013
Replied 1 day later
Thank you to you all! This was not what I was trying to do but for map building are this methods good :smile: