Files
wwdpublic/Content.Server/Supermatter/Systems/SupermatterSystem.cs
VMSolidus 58aaacf0f5 Supermatter Fixes (#1618)
# Description

Supermatter was essentially interacting with atmos about 20 to 60 times
faster than the atmos system was doing its own calculations, since *at
least some of atmos* is differentiated with respect to time, whereas
Supermatter was not. Thus supermatter was updating atmos fully every
single tick, whereas elsewhere these variables were being divided by the
delta time(multiply by Update(frameTime)). You can think of these
equations as, "How much it is modified per unit of time", and
multiplying by frameTime is the same as making it, "Per second".

This should rather dramatically cut down on the problem Supermatter has
where its seemingly going to explode every single round if even the
tiniest thing goes wrong, and that nothing you could do could save it if
it catches fire.

# Changelog

🆑
- fix: Fixed the Supermatter engine math so that it actually respects
the server's tickrate. It should now be SIGNIFICANTLY less likely to
enter a plasma fire death spiral. If it does catch fire, just make sure
coolant is being pumped into the engine, and start blasting it with a
fire extinguisher.

(cherry picked from commit c887fff72bee70f3ef8ba9a9202e31bcd921ba7d)
2025-01-23 07:58:38 +03:00

7.3 KiB