Hey Guys, HalfwayDead here.
I gave my patrons 2 options for this videos topic and they chose "wheel hits".
So lets get right into it.
To know when the wheels are going to hit the ball we're first going to need all the wheel
stats.
So what I've collected, are all the values for the wheel radii and resting positions.
They are all in the car stats spreadsheet now, which you can find in the video description.
The wheels do not have a physical width, that's why there is no stat listed for that.
The Axle offsets are once again relative to the root joint.
If you don't know what that means then you should watch episode 8 of Rocket Science first.
As I also stated in that video, the suspension system is dynamic, which means that these
wheel positions can't always be right.
So what do they mean?
The resting position is the position that the wheels are in when the car is sitting
on the ground at 0 gravity.
If we add normal gravity then that will push on the suspension.
So the resting position then will be about 2uu closer to the ground.
This seems to be almost the same for every car.
The suspension strength is the same.
The only differences are the wheel location and size.
When you jump into the air, the suspension will stretch until the wheels are 12uu below
resting position.
However, when you land, those first 12uu will not slow down your car at all.
So the suspension is only pushing your car up when it gets compressed beyond the resting
location.
Most of my patrons seemed interested in the details of flip resets, so I'm going to cover
this briefly even though I haven't talked about flips at all yet.
If you didn't already know, it's possible to reset your flip by essentially landing
on the ball like you would on the ground.
The exact requirement is just to have all 4 wheels touching the ball at the same time
at any point in time.
Landing on a sphere is obviously not quite the same as it is on a flat surface.
Presets with larger distance between their wheels are going to have a harder time but
it is possible with all of them.
In terms of front to back axle distance they're all pretty similar.
Only the breakout sticks out with a very large distance.
But the axle width is very different on a lot of cars.
Octane, Hybrid, Plank and Batmobile have overall lower distances.
Dominus and Breakout should therefore be the hardest to get a flip reset with.
Obviously the visuals are very important too.
The visual wheels of the Octane for example fit their physical counterparts pretty much
perfectly.
The only difference is that the visual suspension doesn't actually reach far enough.
In this screenshot the right backwheel of the Octane is physically touching the ground
but you can't see it.
Using the Scarab again to compare, it doesn't fit the phsyical wheels at all.
I don't have visualisations for all the cars right now but Trelgne, the guy who already
made the awesome hitbox visualisations, said that he will add the wheels when he has time.
Alright, that's enough about the wheel positions and such but why are wheel hits so weak and
cause some very weird looking situations?
What may seem like a very complicated thing actually has a pretty simple explanation for
every case.
The wheel-ball-interactions in Rocket League do not conform to Newton's third law of motion.
I don't expect everyone to know what exactly what that says, so let me recite it's meaning.
"For every action, there is an equal and opposite reaction."
For example, if the car applies force on the ball, accelerating it in one direction, then
there is also a force from the ball acting on the car in the other direction, causing
it to slow down.
Yet I said that this this doesn't apply to wheel hits and that's all there really is
to it.
The ball acts a force on the wheels but the wheels don't provide any counterforce.
So how exactly does this explain everything?
First, let's take a look at an example of a "regular" wheel hit.
The Octane is travelling towards the ball at a velocity of 2000uu/s.
Then the wheels make contact.
At first nothing happens but as soon as the wheels get past their resting position the
suspension will start to slow down the car.
Then the actual hitbox part of the car is hit which can push the ball forwards.
But at that point the car already slowed down to 1300uu/s, causing the hit to be much weaker
than it would've been with any other side.
This explains why the hits are weak but that wasn't one of those weird cases.
Take a look at this example where the car is moving with a velocity of 290uu/s towards
the ball.
The suspension is strong enough to stop the car before the hitbox can touch the ball.
So the ball stays completely still.
Since only the relative speed to the ball matters you can actually see this happen in
a lot of real game scenarios.
The ball trail will change colour and you will be credited for goals but the ball doesn't
change it's direction.
It can also happen during airdribbles with your front wheels.
At that point you're screwed because the ball will push you down like an immovable object.
These were a bunch of Octane examples.
Obviously, it happens too with the other presets but the impact isn't quite as big with all
of them because it depends on the distance that the suspension has to be pushed until
the ball makes contact with the hitbox.
The airdribble issue for example is worst on Octane.
All the other presets are longer and as a result have the front axle further away from
the front of the hitbox.
Hybrid is in other regards almost identical.
The Batmobile and Plank presets have the weakest wheel hits because of the massive backwheels
which are really close together.
But if you only touch the front wheels then they can still generate more power than Hybrid
or Octane.
Dominus gets the most powerful hits because of it's axle seperation and small wheels closely
followed by the Breakout.
Alright, I would like to take this moment to thank my patrons for making this project
possible.
If you want to back me too, the link is in the video description and as a card on screen.
There might be another small thing coming this year but it's not sure yet.
To stay up to date, you can follow me on twitter or join my discord.
And last but not least, I wish you all a merry Christmas.
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