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Forum > Suggestions > Epic Suggestions > How kicking should work - launch angles and blocked FGs
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elfuego51
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The math for kicks are probably derived from the equation for position, given time. s= .5at^2+vt+s, divided into its x and y components. Velocity is determined by some combination of the kicking, strength and SAs.
 
Octowned
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Another needed thing: random bounce angles. The ball doesn't (rarely..) bounces the same direction that you kicked it. This is biggest for punts
 
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Now that field goals are part of the replays maybe it's time blocked kicks to get implemented in the sims to...
 
JeffSteele
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Originally posted by Bort
The math involved assumes you gotta get over the crossbar, which means you have to be able to kick farther than exactly to the posts. It's not super complicated, like I said, though. Air resistance, wind, friction, transfer of momentum, etc, are all ignored. Get too complicated and it takes too long to make calculations.
So the math involved takes into account the crossbar to determine if a FG is good but doesn't adjust the angle by the kicker to try to make that FG get over the crossbar?

I don't mind the "arena football" scenario, I agree that is too much. Friction and transfer of momentum require modeling the act of the leg kicking the ball rather than what you model, which is a fixed stick basically hitting a ball.
 
redskins2121
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+1
 
PackMan97
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If this is implemented, I would favor giving folks more info on kickers ranges so we could weight the risk/reward from varying differences.

 
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