JumpjetAccel: Difference between revisions
Appearance
en>TAK02 mNo edit summary |
No edit summary |
||
| (3 intermediate revisions by 3 users not shown) | |||
| Line 1: | Line 1: | ||
{{Flag | |||
|name={{PAGENAME}} | |||
|files={{categ|ini=rules}} | |||
|types={{categ|InfantryTypes}}, {{categ|VehicleTypes}} | |||
|values=float | |||
|default=2.0 | |||
|ra2=yes | |||
|yr=yes | |||
}} | |||
Defines the acceleration and deceleration of this unit when flying using the Jumpjet locomotor. The deceleration is calculated by {{f|JumpjetAccel}} {{tt|* 1.5}}. | |||
This tag should be used with caution, as it can render {{f|Landable|yes|link}} units unable to actually land, due to the deceleration math never reaching exactly zero, and the unit will remain hovering at full (animation) speed without ever transitioning to idle speed. | |||
==See also== | |||
[[Jumpjet]] | |||
[[JumpjetControls]] | |||
Latest revision as of 18:35, 11 April 2025
|
|
|
|
|
|
| Flag: | JumpjetAccel |
| File(s): | rules(md).ini |
| Values: | float |
| Default: | 2.0 |
| Applicable to: | InfantryTypes, VehicleTypes |
Defines the acceleration and deceleration of this unit when flying using the Jumpjet locomotor. The deceleration is calculated by JumpjetAccel * 1.5.
This tag should be used with caution, as it can render Landable=yes units unable to actually land, due to the deceleration math never reaching exactly zero, and the unit will remain hovering at full (animation) speed without ever transitioning to idle speed.





