Tribes: Ascend physics stupidity

Air control does not function as intended.

Pct = float(Clamp(int(VSize(Velocity) - FI.default.m_vAirControlReductionRange.X / FI.default.m_vAirControlReductionRange.Y - FI.default.m_vAirControlReductionRange.X), 0, 1));

The above code results in your air control actually being increased at higher velocity. It's intended to be lowered according to the comments near the variables. It should be:

Pct = float(Clamp(int( ( VSize(Velocity) - FI.default.m_vAirControlReductionRange.X ) / ( FI.default.m_vAirControlReductionRange.Y - FI.default.m_vAirControlReductionRange.X ) ), 0, 1));

Nitron grenades float like magical fairies.

Their max speed is the same as the speed at which they are thrown. That means that after several seconds they'll stop accelerating downward from gravity. This includes explosive nitrons, which sould be heavier than concussion nitrons.

The HBL's terminal velocity is lower than the projectile speed.

This means if you fire downward it'll move slower than if it were fired to the side.

Projectiles magically defy gravity

The Arx Buster has 30% gravity. The Bolt Launcher has 40% gravity. The mortar has 80% gravity. This is inconsistent with player physics, as lights and heavies fall at the same speed.

Skiing down a slope gives you more acceleration from gravity

When going down a slope while skiing, your acceleration from gravity is multiplied. It appears this multiplier is different for different armor types because it's located in the family info classes, however I'm unsure where the data for each class is located. For mediums the multiplier is 2x.

Nearly all grenades still use fish patch inheritance.

Grenades have a really really stupid way of inheriting velocity, they inherit no velocity if thrown directly to the side. However if thrown at a 45 degree angle relative to your movement direction, they will inherit half velocity. If thrown forward they inherit full velocity.

ForwardPct = Normal(Instigator.Velocity) Dot Normal(ProjectileDir);

if(ForwardPct > float(0))

{

Velocity += ForwardPct * Instigator.Velocity;

}

Grenades don't actually have 20% inheritance either, the lack of inheritance is caused because...

Grenade inheritance is effectively capped