I built a TNT cannon with 80 focused charges. When firing at an angle of 45ยบ i blasted off to approximately y=620, at which point my character acted like if it hit a solid ceiling, sliding sideways and falling. When i used half charge, i blasted off normally and hit a vector of y:1059,5.
Then i built a larger cannon with 160 charges, at which the full-blast cap was seemingly reduced to approximately y=310. Character instantly hits this height and slides parallel to the ground until coming to a halt and falling to the ground approximately 500m away from the cannon.
I attached a scheme of the observed trajectory. On multiplayer, all that happens is that after (latency) milliseconds the player is teleported back to the explosion origin with a speed of zero like if it never happened.
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Attached crash report during fire, and crash report after firing. Do you want me to attach the map with the loaded cannon? It's 1.9 MB.
I went up and up and up and up...
Never stopped until I started to go down. I went really far from the cannon though.
I didn't abruptly stop either. Just kept going.
Nice cannon though. Good job.
Shot height and width is quite inconsistent.
Depending on the standing point when shot i flew up to > 700, see screenshot
News. I finally understood what happens; These shots have an oblique launch angle, so the player hits unloaded chunks. Due to the new mechanic implemented to avoid teleported players falling into the void, the Y speed is discarded when they exit the loaded area. As soon as the chunks load, the player then falls with gravity.
So i believe this is working as intended ๐
Please force a crash by pressing F3 + C for 10 seconds while ingame and attach the crash report here.