How to calculate a jump with heigth differenc

Started by Lesicrecord holder
30/04/2011 19:45
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Lesicrecord holder30/04/2011 19:45

Hi guys,
I'm sure there is already a thread about this, but I'm simply too lazy to search for it.

If there is for example a 270 jump with 16 heigth difference, how much units i have to jump to land it?

Jonde30/04/2011 20:48

It's hard to define it as there are too many factors but you can get about the lenght of it with a simple calculation of 270-16 which would be 254.

Punk^01/05/2011 16:46(edited 01/05/2011 16:47)

Total distance = Length + or - height

There are, of course, exceptions...

Grrr01/05/2011 17:12(edited 01/05/2011 17:23)

this is my theory http://img830.imageshack.us/f/myway.png/ , btw I did mistake there - for bhop its wrong, and ofc u have to be good at mathz

EDIT: if my theory is wrong u can always check u'r jumps with fps death and see what distance u got on 16 units above the ground (because u'r prestrafe and strafestyle can be a factors too)
EDIT2: also notice that when u measure the jump with plugin from point A to point B u measure the hypotenuse, and u need the clear distance(which is ez to see) for my theory

spr1n mapper01/05/2011 17:23

speed is not constant, so half jump (time) will not equal to half distance

Grrr01/05/2011 17:24

Originally posted by spr1n
speed is not constant, so half jump (time) will not equal to half distance


then fps death would do it

jack frog01/05/2011 17:50

Originally posted by Lesic
Hi guys,
I'm sure there is already a thread about this, but I'm simply too lazy to search for it.

If there is for example a 270 jump with 16 heigth difference, how much units i have to jump to land it?

I once heard you can calculate it with the Pythagorean theorem, but don't ask me how...

Gargoyle01/05/2011 17:58(edited 01/05/2011 18:04)

jack frog Pythagorean theorem only gives you the length of the sides. Has little to do with mechanics, especially when there are variables like speed/gravity to consider.

PS. (Sure you take the theorem in account to calculate the sides but the variables change the actual length of the jump)

daza mapper01/05/2011 20:15

maybe cosinus and sinus will do the trick?

Gargoyle01/05/2011 21:40(edited 01/05/2011 22:04)

I'm having a hard time believing only trigonometry will do it in this case, since you have to take mechanics into consideration.

EDIT:

Maybe? : You'd want to calculate the distance, since the speed is not a constant and it changes as a timedifferential, you'd need to calculate the integral of the speedfunction (area which is underneath the function is the distance travelled).

If there is any program that gives the average speed of flight, with that you could do it (not as a 100% accurate, but close enough). s = vt, where v = speed, t = time and s = distance traveled. I assume the lj plugin works like this, it just cuts the time in short since air time with 800 gravity is constant.

Sorry about my horrible English skills when it comes to explaining math, but I hope people understood.

Grrr02/05/2011 11:00

Integrals would do it, but I'm bad with it :D

Harley09/05/2011 14:22(edited 09/05/2011 14:23)

its impossible to calculate, as your speed is never constant - thus you never have the same height on the same x-value (be it time or distance). why? because you do strafes and, unless you are a robot/yousing naughty little programs, you will never be able to reproduce a jump again to the letter (parameters affecting speed vector projected onto distance vector: angle, angular velocity, consistency of motion, sync, airtime, ...). you can only approximate the distance, not calculate it*. refer to gargoyles post to do so.

*you could, if you could measure all the parameters listed.

dexxies20/06/2011 19:08

I suppose Lesic didn't mean to calculate jumpers distance, but just the blocks. Or I'm wrong? So 270 block with equal heights is 270. If the height diff is 64 up, the block is 135, because at the very middle of the jump you most likely reach the maximum height of the jump. So doing 270 block with equal heights is the same a doing 135 with 64 up diff. [Based on Grr's calcs]. But if we need the stats, it's really hard to calculate, because ,as guys said, the speed is not constant. F.e. If at the begining of the jump U have low speed [means you gain it slowly] , u'll reach the highest point of the jump with the lowest x, and if greatly increasing the speed after maxy [doing KEWL strafes] your x before maxy will be smaller value than x after maxy and so on.

Pulsar!22/06/2011 02:38

Originally posted by spr1n
speed is not constant, so half jump (time) will not equal to half distance

Well, this statment does not make any sence untill you explain what you mean by "half time" and "half distance".

|kONEr 'kz.pt 22/06/2011 09:08

i think he means that if u jump 250 with 330 maxspeed in 2.5 secs [lol, i dunno how much time is a lj] you won't get]at 125 distance [1/2] at 1/2 of time - 1.25 secs

spr1n mapper22/06/2011 17:23(edited 22/06/2011 17:32)

Originally posted by Pulsar!
Originally posted by spr1n
speed is not constant, so half jump (time) will not equal to half distance

Well, this statment does not make any sence untill you explain what you mean by "half time" and "half distance".

its was a respond to Grrr's statement... and its quite obvious actually in my opinion. speed is not constant, it starts with prestrafe and player gains more speed during the jump until he reaches maxspeed. So distance doesnt depend on airtime directly and cant be calculated like Grrr did on his picture.

If you still dont understand that let me give you an example:
prestrafe =299.(9), maxspeed =360, distance =270, airtime ~72ms. Now lets divide this jump in two pieces - in the middle of airtime - 36ms. In this position player is at height peak, but this doesnt mean he cleared 135 (270/2) distance.
Lets say speed gain (acceleration) is constant, then 1st half of the jump average speed is 315 (when 330 is after 36ms), and 2nd half of the jump average speed is 345.
Obviously 2nd half of the jump player clears longer distance due to higher average speed (345).


EDIT:
Originally posted by Grrr
Integrals would do it, but I'm bad with it :D

ye, thats much better solution, but it still would be not very certain considering game is frame dependent and acceleration is not constant ether. I did once calculations in Exel for each frame of airtime for constant acceleration (speed gain), you just enter pre and distance for normal jump and you get equivalent distance and height at any jump frame as result. It still not perfect, but I could search for it if someone needs that...

nobody^22/06/2011 22:55

Originally posted by Punk^
Total distance = Length + or - height

There are, of course, exceptions...


Seems reasonable to me.

Nukk23/06/2011 05:39(edited 23/06/2011 05:40)

thats imp imo,too many factors

Nannou23/06/2011 07:12(edited 23/06/2011 07:15)

i have method as Grrrrrr. Why ? Cuz its easy and its better atm. I have 2 demos for example. 284 stats scout with -300 height different and knife 275 stats with same different. Both demos record with low msl. Cuz i need human limit but i have not uber skill. If i found pretty hard/imp tj i check height/distance and check height graph in demo.
//All demos with 8 strafe.

Its work only for 45 units jump height ( wj/drop cj/ dcj )

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