water and floating in hl2

If you actually think about it, the suit cant be that havy, because you can jump with it and all sorts of things :)

and remember, its not terminator ;)
 
Suit cant be that heavy, man they are working at the forefront of technology, you would think they could make a lightweight protective suit :D

Someone email vavle for its technical specs and some blueprints or design pics please :cheese:

Probably a carbon composite shell with nomex lining, maybe some thin layer of lead (very thin as lead is heavy a fcuk) built into the shell to stop the radiation.
 
The wooden pallette you see floating in the water on the Techdemo 2 from e3 does support the weight of metal barrels and gordon's weight and still floats. It is only if you over load one side etc that it will topple over or begin to sink. The barrels would then sink and the wood returns to the surface. teh physics is so nifty that basically if it goes it real life it goes in game.
 
Originally posted by Tomek`
If you actually think about it, the suit cant be that havy, because you can jump with it and all sorts of things :)

and remember, its not terminator ;)

the fact that you can jump that far (super jump thing) suggest there is a hydraulic system in the suit. which means the it could theoretically be much heavy then Gordon himself. this dose not however mean the suit is heavy. sci-fi super light super strong metals blah blah blah basically I don’t think values said a lot about the suit so they can pretty much do what they like to it.
 
the game does have ripples because i just checked the video out again but there really small and are barely noticeable
 
Originally posted by Lifthz
:dozey:

density, not weight is the factor that determines if something floats or sinks.

This is why boats float... and this is why most humans float.

In terms of Half Life 2, the HEV should logically cause Gordon to sink I believe. However it's not like the game will have a real density system.

No your wrong its displacement. To Float an object must displace a greater volume of water than the mass of the object.

There is a force exerted by the water to replace the volume of water a boat displaces. This force counter acts the weight of the vessel.
 
Originally posted by Tomek`
If you actually think about it, the suit cant be that havy, because you can jump with it and all sorts of things :)

and remember, its not terminator ;)

It is a powered suit, it may have capabilities that enhance the strength of the user just enough to negate the extra weight of the suit.
 
It may be made of some as of now unknown polymer that is as strong as Kevlar against bullets and can withstand blunt/piercing weapons, yet weighs as much as plastic.

... or there may be compartments that are vacuums and would displace more water without any added weight, thus increasing the buoyancy.

We don't know what it is made of or how it works... and it doesn't matter because it is not real.
 
crushenator 500, do ripples occur against floating ojects, the shore, or both?
 
Is this a map for HL2 or what?
If it isnt, how do I get it, and how do I play it?
 
irt saxywolf i dunno i didnt read it newere i just watched the movie again and i saw the water rippling with the boxes and things hitting it near the end
 
Originally posted by Nuclear_Gerber
About the first question- You'll lower the wooden board. It won't sink though.


Yep , theres a hand dandy thing to try this first hand. It lowers , and Ive never gotten the pallette to sink , even with 10x17kg barrels. Some weights in the game are not relative.
 
Originally posted by Stryyder
Originally posted by Lifthz
:dozey:

density, not weight is the factor that determines if something floats or sinks.

This is why boats float... and this is why most humans float.

In terms of Half Life 2, the HEV should logically cause Gordon to sink I believe. However it's not like the game will have a real density system.
No your wrong its displacement. To Float an object must displace a greater volume of water than the mass of the object.

There is a force exerted by the water to replace the volume of water a boat displaces. This force counter acts the weight of the vessel.
Umm, Lifthz was not wrong at all - you just chose different words to describe the exact same phenomenon. Displacement, as you term it, is a function of...

(Take a wild guess here. I can wait.)

... you guessed it, density. Specifically, the relative density of water and that of the object in question. They even have a special term for that, it's called specific gravity.

So, since you didn't use my favorite term I guess that makes you "wrong" too. How does it feel? :rolleyes:


Oh, and *you're* and *counteracts*, since we're being picky. :devil:
 
In real life things float if their density is less than water, for those of you who havn't done physics, density is a measure of how massive a body is compared to its volume (dimensions). Something like wood is fairly light per its size, where as the same size of concrete is a lot heavier. Therefore concrete has a bigger density than wood.

Now i dont know how the game engine works, but the obvious thing to do would be to make this work in real time, such that the engine knew the wegiht of any object (which is actually does) and also its volume. it could then work out wether that object would sink or float in water or any other fluid with a set value for its density.

Problem is when you add differnent objects together. I made a raft in the e3_techdemo_2 map, it had 2 barrels and a load of wood all stuck together with the glue stuff from the psyh gun, it didnt float :( But as you see floating in the water is a wooden crate thing with 3 barrels on top of it, none of which are adjoined (except the wooden crate) Does this mean that the engine doesnt really calculate forces in this situation (which would require a lot of work) rather it just combines all attatched objects and gives it one overall average mass and volume and determins if the object as a whole floats or sinks. I dont really know its too hard to tell without experimenting more.

As for the boat which you could fire holes into and have water come through, if in half life 2 the boats density + freemans density is still less than the water then it would still float, it might fall slightly lower in the water because the addition of water into the bottom of the boat would shift its center of gravity (something i assume the hl2 engien also calculates due to things floating at different depths)

Anyways the physics is very very impressive, something that when paired with the material properties which can be given to objects, makes a truly ground breaking engine. To be honest that along with the AI is all i was looking forward to in HL2, and maybe a good single player storyline.
 
Originally posted by Kitarist
whats this tech demo map about?????? where can i get it? and for which game is it?

It depends which game your talking about. HL1 or HL2?
 
Originally posted by crushenator 500
the game does have ripples because i just checked the video out again but there really small and are barely noticeable

The game doesnt have ripples, the surface of all water in the game weve seen so far is completely flat.

There is dynamic refraction and 2d animated "ripple rings" to make it look like ripples, but thats it.

To get ripples you need to displace the surfce up and down, which doesnt happen sadly. They may yet change it.
 
Well Im 6'6 and weigh 98 kg (about 220lbs) and still I would float if I fell in the water :)
Its about boyancy not weight, density as someone put it.

Now, if I where to wear a (metal?) HEV suit, the picture would be different...:)
 
Originally posted by Abom|nation
They'd sink- Gordon has a weight of about 80kg.


i guess you havent played the beta yet...:cheers:

edit: from the answers you guys are giving, most of you should play the beta before you come to conclusions about this topic
 
Hmm... How about if we don't feel like downloading the [retarded] beta? How about if we don't feel like ruining our five year wait by playing an unfinished "beta"? We have questions, and we feel like asking...
:sniper: :dork:
:sniper: :dork:
:sniper: :dork:
:sniper: :dork:

:flame: :flame:
 
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