• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:19
CET 13:19
KST 21:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies1ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1621 users

Acceleration and Deceleration - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
Simberto
Profile Blog Joined July 2010
Germany11686 Posts
August 23 2011 23:21 GMT
#21
On August 24 2011 08:12 MMXMoto-X17 wrote:
Interesting.

did u forget to add ur integration constant ?

E = M*C^2

Will this equation maybe help?


How incredibly smart and funny. Please share more of your infinite wisdom with us.
Torik
Profile Joined June 2011
Italy12 Posts
August 23 2011 23:37 GMT
#22
On August 24 2011 07:48 Simberto wrote:
Show nested quote +
On August 24 2011 07:33 Torik wrote:
On August 24 2011 06:55 Simberto wrote:
Actually, i would ignore the zero at the moment, and try to get a good idea of how the rest of the deceleration works. The zero seems to do something strange, so it is more important to get the general idea rather than the special cases.

Also, there are a lot of things this deceleration coeffizient could mean, depending on how deceleration works. For example, it is not even totally clear that it works physically sound. It could be that units decelerate to zero in the same time or distance no matter what their starting velocity is.

Also, i noticed that i suck with the map editor, so if you get data, could you post your raw data so one can do some calculations with it?

I agree. It's best to leave the zero-case out.

Yes I could post the data, but just now I'm running a simulation with acc=32 and something is wrong. The time for trip from the patch to the CC is not the same from the CC back to the patch (I can see it right now watching the SCV). It seems that the SCV just does not decelerate and stop to deliver the minerals; the CC seems to be just like a point in its path from the mineral patch and back again (a kind of patrol). I didn’t notice this either using the default data in custom games or during my tests; the difference was absolutely not evident.
So I think that, besides the overall timings measure, the other data are no longer significant with these new information. I fear I have still a lot of work to do to try to find the solution .


That would not really be a problem, it would just mean that you only have one acc/dec phase per round instead of two, meaning you would have to redo some calculations, if it really keeps the same velocity.

However, obviously best would be if someone who knew how to do that would produce a script that either makes the SCV go to some place, with usual acc/dec behaviour, or return the exact time with good accuracy (1/10th or 1/100th of a second) for the time spend travelling.

Another important thing is to really look at when the units do decelerate, and when they simply ignore all that.

So far:

Patrols keep speed
(Delivering minerals maybe also keeps the speed up)

Queued move orders decelerate at each point
Mining decelerates

The point is that since it is not clear how it works it's difficult to isolate a single component. The acceleration seems ok, but there are two different deceleration-effects (approaching minerals and CC). We have two unknown factors into one equation, so the total amount of time of the harvesting cycle could not be used.

I think I'll follow Excalibur_Z and your suggestion about writing a script. I need a better testing environment. I'm reading some documentation about the Galaxy language for the Map Editor. It should not be too hard to write the scripts I need.
Victory needs no explanation, defeat allows none - Sun Tzu
MMXMoto-X17
Profile Joined July 2011
Barbados23 Posts
August 23 2011 23:42 GMT
#23
On August 24 2011 08:37 Torik wrote:
Show nested quote +
On August 24 2011 07:48 Simberto wrote:
On August 24 2011 07:33 Torik wrote:
On August 24 2011 06:55 Simberto wrote:
Actually, i would ignore the zero at the moment, and try to get a good idea of how the rest of the deceleration works. The zero seems to do something strange, so it is more important to get the general idea rather than the special cases.

Also, there are a lot of things this deceleration coeffizient could mean, depending on how deceleration works. For example, it is not even totally clear that it works physically sound. It could be that units decelerate to zero in the same time or distance no matter what their starting velocity is.

Also, i noticed that i suck with the map editor, so if you get data, could you post your raw data so one can do some calculations with it?

I agree. It's best to leave the zero-case out.

Yes I could post the data, but just now I'm running a simulation with acc=32 and something is wrong. The time for trip from the patch to the CC is not the same from the CC back to the patch (I can see it right now watching the SCV). It seems that the SCV just does not decelerate and stop to deliver the minerals; the CC seems to be just like a point in its path from the mineral patch and back again (a kind of patrol). I didn’t notice this either using the default data in custom games or during my tests; the difference was absolutely not evident.
So I think that, besides the overall timings measure, the other data are no longer significant with these new information. I fear I have still a lot of work to do to try to find the solution .


That would not really be a problem, it would just mean that you only have one acc/dec phase per round instead of two, meaning you would have to redo some calculations, if it really keeps the same velocity.

However, obviously best would be if someone who knew how to do that would produce a script that either makes the SCV go to some place, with usual acc/dec behaviour, or return the exact time with good accuracy (1/10th or 1/100th of a second) for the time spend travelling.

Another important thing is to really look at when the units do decelerate, and when they simply ignore all that.

So far:

Patrols keep speed
(Delivering minerals maybe also keeps the speed up)

Queued move orders decelerate at each point
Mining decelerates

The point is that since it is not clear how it works it's difficult to isolate a single component. The acceleration seems ok, but there are two different deceleration-effects (approaching minerals and CC). We have two unknown factors into one equation, so the total amount of time of the harvesting cycle could not be used.

I think I'll follow Excalibur_Z and your suggestion about writing a script. I need a better testing environment. I'm reading some documentation about the Galaxy language for the Map Editor. It should not be too hard to write the scripts I need.


Good call, make sure you document your findings in the liquidpedia database.
MMXMoto-X17
Profile Joined July 2011
Barbados23 Posts
August 23 2011 23:50 GMT
#24
btw, maybe this page can help u

http://en.wikipedia.org/wiki/Deceleration_parameter

User was temp banned for this post.
Simberto
Profile Blog Joined July 2010
Germany11686 Posts
August 24 2011 00:06 GMT
#25
You are absolutely right, Torik. I assumed you meant that there is simply no deceleration at the the CC, but obviously you can't really tell that just by bare eye. The ideal test would be one with large accuracy while minimizing the amount of movements involved. So you should probably avoid any repeated movements, and any interaction with other objects. But i don't think you can get good enough data for the time without repeating the movement some times. Also, when you change your method you need to find another way of measuring distance if you move between unspecific points instead of minerals and CC.

However, if you don't find a good way with scripting, one could test the behaviour at the CC seperately, for example by comparing the movement of one SCV that moves double the amount of spaces and comparing it with one that delivers minerals to a CC half the amount of space away. So far my theory is that there are two types of movement change, one with deceleration, and one where the object simply keeps its movement speed, but i have absolutely no proof at all for that.


On August 24 2011 08:50 MMXMoto-X17 wrote:
btw, maybe this page can help u

http://en.wikipedia.org/wiki/Deceleration_parameter


Don't you have something more useful to do than coming in here and spouting unrelated nonsense?
Torik
Profile Joined June 2011
Italy12 Posts
August 24 2011 22:20 GMT
#26
Just a little update.

I'm running several tests this evening and the big issue seems to be the top speed of the unit. The value I used for my previous simulations (16) is by far greater than the top speed of any units, which for the most part are below 4.5 (the interceptor is the fastest with 7.5).
My first impression is that the engine is not able to handle high speed and a deceleration value different from zero, but I need more data to be sure (or at least "almost" sure...).
I also verified that the Commend Center is not treated like a way-point in the mineral gathering cycle. The anomaly I observed yesterday should be another side effect of the speed too high of the SCV.

About the script for Map Editor, I haven't found yet a method to simulate the user input (mouse or keyboard).
Victory needs no explanation, defeat allows none - Sun Tzu
Torik
Profile Joined June 2011
Italy12 Posts
August 25 2011 20:23 GMT
#27
I don’t know if there is someone still interested in this argument. Anyway, I did a lot of tests and research on Internet about movement (something I should have done earlier) and I think I found why things appeared so odd.

For what I read, SC2 should use a steering behavior algorithm to control the path and the movement of the units; in particular, in order to simulate the slowing down of a unit when it’s reaching its destination, the arrival steering behavior is used to calculate when the unit needs to start to decelerate. You can find more information about this at http://www.red3d.com/cwr/steer.

So I think that, partially like I wrote in the previous post based only on empirical observation, the system messed up because the speed was too high compared to the distance between the mineral patch and the Command Center. The engine probably couldn’t calculate in the right way how to decelerate the unit properly, so other effects took the control of the movement.
Another confirmation I obtained is that the deceleration value acts like a tweak parameter rather than the actual deceleration; this also explains why all units (besides Motherships and High Templars) have a deceleration value of zero.

Since the units decelerate before stopping, there is for sure a deceleration value defined in some place. May be it is buried into the Map Editor and I haven’t found it yet, or it is simply not available. In this last case I’ll have to figure out a way to measure it.
Victory needs no explanation, defeat allows none - Sun Tzu
Al Bundy
Profile Joined April 2010
7257 Posts
August 25 2011 20:45 GMT
#28
Interesting find, thanks for the update.

So if I understand correctly, things only appeared odd because of the high speed, but in reality they do make sense? Please forgive my lack of scientific knowledge.
o choro é livre
kushm4sta
Profile Blog Joined July 2011
United States8878 Posts
August 25 2011 20:48 GMT
#29
There is no such thing as deceleration. Only negative acceleration.
OMGUS.net, kush sex blogs every friday night
0neder
Profile Joined July 2009
United States3733 Posts
August 25 2011 20:51 GMT
#30
but can you make air units do a moving shot that's not ridiculous?
0neder
Profile Joined July 2009
United States3733 Posts
August 25 2011 20:53 GMT
#31
On August 26 2011 05:48 kushm4sta wrote:
There is no such thing as deceleration. Only negative acceleration.

I think you spend too much in in academia my techie friend. Let's talk practically and not worry about such trivial semantics.
Torik
Profile Joined June 2011
Italy12 Posts
August 25 2011 21:00 GMT
#32
On August 26 2011 05:45 AlBundy wrote:
Interesting find, thanks for the update.

So if I understand correctly, things only appeared odd because of the high speed, but in reality they do make sense? Please forgive my lack of scientific knowledge.

Yes, it seems so. In some way the algorithm uses all the parameters (acceleration, top speed and deceleration) to establish how much space a unit needs to accelerate, to move at maximum speed and to decelerate. If one or more of these data is outside a specific bound, then the algorithm does not function properly, I think mainly because other effects become stronger (such as obstacle avoidance or other described at the link I posted).
I too don't know too much on this field, I started reading on this subject just few days ago .
Victory needs no explanation, defeat allows none - Sun Tzu
Sir Snoopy
Profile Joined March 2011
United States57 Posts
August 25 2011 21:10 GMT
#33
If somebody can help me make the leap from this to play....
How does a unit's acceleration affect anything at all? I hear that people complain about the warp prism acceleration, but it moves relatively slowly to begin with, how can a little acceleration change anything?
That's SIR Sir Snoopy to you!
Torik
Profile Joined June 2011
Italy12 Posts
August 25 2011 21:27 GMT
#34
Here is a test you can run so you can see what I mean for "odd" and what make me think that there have to be some safety boundaries for the parameters.
Using the Map Editor set for the SCV:
  • Acceleration = 16
  • Deceleration = 1
  • Speed = 16
  • InnerRadius = 1
  • Radius = 1
Now test the map, select a bunch of SCV and start to move this group around the map. Don’t make a multi-waypoint path, just click and move them towards a location. If you do this just two or three times, you should see that at some point the SCVs start to freak out when they are reaching the destination, wandering around or bouncing back and forth with each other.
Victory needs no explanation, defeat allows none - Sun Tzu
Torik
Profile Joined June 2011
Italy12 Posts
August 25 2011 21:32 GMT
#35
On August 26 2011 06:10 Sir Snoopy wrote:
If somebody can help me make the leap from this to play....
How does a unit's acceleration affect anything at all? I hear that people complain about the warp prism acceleration, but it moves relatively slowly to begin with, how can a little acceleration change anything?

A warp prism has an acceleration value of 2.125 (like the observer and the voidray for example) that is quite low. It has a speed of 2.5, so it takes more than a second to reach its maximum speed.
A zealot or a stalker have an acceleration of 1000, which means that they hit the top speed almost immediately.
Victory needs no explanation, defeat allows none - Sun Tzu
Simberto
Profile Blog Joined July 2010
Germany11686 Posts
August 26 2011 00:49 GMT
#36
On August 26 2011 06:10 Sir Snoopy wrote:
If somebody can help me make the leap from this to play....
How does a unit's acceleration affect anything at all? I hear that people complain about the warp prism acceleration, but it moves relatively slowly to begin with, how can a little acceleration change anything?


Acceleration is important when you try to micro stuff. For example, when you try to move a mothership so that it does not get hit, while cloaking something beneath it, and the enemy comes at you from different angles. Not only is the mothership extremely slow, it also has a very low acceleration, meaning everytime you want to get away from something it takes some seconds slowly starting to move before it reaches its maximum velocity. This might be an obscure example, but it applies in the same way to every kind of action where you move and stop.

For the Warp prism, you have dropped something, the enemy comes, and you want to get away. You grab your guys and start flying, and since you have a relatively low acceleration it gives the enemy more time to hit you. For example, assuming units accelerate linearly, if you take 1 second to accelerate to your top speed, you are half a second behind the place you would be if you accelerated instantly. Which, in this case, might me where these evil stalkers shoot you in the face as opposed to chilling safely over the sea.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 23h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko116
Livibee 116
Creator 95
SC2Nice 32
StarCraft: Brood War
Sea 12374
Horang2 1369
firebathero 840
EffOrt 419
Mini 339
actioN 336
Sharp 237
ZerO 202
Rush 151
Snow 144
[ Show more ]
Light 127
ggaemo 108
Soma 107
Mind 107
hero 82
Killer 79
Barracks 65
Movie 62
JulyZerg 53
Yoon 42
ToSsGirL 42
soO 28
sorry 21
Terrorterran 15
ajuk12(nOOB) 13
Icarus 12
Noble 11
scan(afreeca) 11
HiyA 4
Dota 2
XcaliburYe211
League of Legends
C9.Mang0332
JimRising 330
Counter-Strike
olofmeister2664
shoxiejesuss1078
x6flipin918
byalli416
zeus197
oskar105
Other Games
summit1g7769
Fuzer 404
Mew2King99
ArmadaUGS58
Pyrionflax52
QueenE47
Trikslyr27
ZerO(Twitch)6
Organizations
StarCraft: Brood War
UltimateBattle 1008
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV226
• Noizen43
League of Legends
• Jankos3847
Upcoming Events
WardiTV Invitational
23h 41m
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
1d 20h
WardiTV Invitational
1d 23h
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
3 days
Sparkling Tuna Cup
4 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
5 days
Wardi Open
5 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.