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Posted: Thu May 05, 2005 11:05 pm
by ^misantropia^
320.

Posted: Thu May 05, 2005 11:15 pm
by Bacon
thought you said maximum possible for a second (~125 000)

lol

Posted: Fri May 06, 2005 12:20 am
by ^misantropia^
320 is the max you'll get running on the ground. With strafejumping there's no limit: I can get up to 4800 ups with the default air acceleration and close to 9000 with the accel you find in mods like Excessive.

Posted: Fri May 06, 2005 4:57 am
by Bacon
riddla wrote:sure, but is there a limit?
Ijust fuckin told ou its like 125 000, after that it starts going back down

Posted: Fri May 06, 2005 5:50 am
by ^misantropia^
Keeping in mind that Q3A uses vectors represented by three floats[1], you could - if two of the XYZ components remain small[2] - reach much higher speeds. A vector's length equals the square root of X^2 + Y^2 + Z^2. Now let us assume Y and Z stay within a 0-200 range so the sum of their squares never exceeds 200^200 + 200^200 = 80.000. This leaves us with an X component that can be as high as 2^127 - (80 * 10^3). After calculating the square root we have a velocity of approx. 2.89 * 10^76 units per second[3]. Yes kids, that's a two followed by seventy-six zeroes.

[1] To be more specific: 32 bits, single-precision, IEEE 754 style floats that have an upper limit of about 2^127 or about 1.7 * 10^38.

[2] For Z, usually 0 <= Z <= 200 will hold true. X or Y can be kept low if you move along the east/west or north/south axis.

[3] Unfortunately, Q3A uses three floats to store the location as well, so this would overflow. More over, floats loose a lot of precision when they become > 2^40.

Posted: Fri May 06, 2005 6:12 am
by ^misantropia^
Correct :)

Posted: Sat May 07, 2005 12:36 am
by ^misantropia^
Nothing truly spiffy, really. Just being the helping hand in a number of mods. Any requests?