VelocityPerturbationCoefficient
How far a railgun particle's speed may run above its own type's velocity.
- Applies to
- ParticleSystemType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
0.0
The trace carries a running speed offset, which is added to each particle’s Velocity as it is laid. Each step adds a fresh random draw to the offset already in hand and scales the sum by half this figure, so the offset both carries along the beam and stays bounded: neighboring particles differ only a little and the trace ripples along its length rather than jumping about. Only the Railgun behavior reads it.
[MyRailgunSys] ; a ParticleSystemType registered in [ParticleSystems]BehavesLike=RailgunHoldsWhat=MyRailgunPart ; a ParticleType registered in [Particles]MovementPerturbationCoefficient=.3VelocityPerturbationCoefficient=.6This figure is the ceiling on the offset only. Its floor comes from MovementPerturbationCoefficient negated, so the wander is not symmetric unless the two carry the same value. The offset is absolute rather than proportional, and the stock railgun particles travel at well under 1, so a ceiling of .6 allows one of them more than twice its type’s speed.
At zero the offset stays at zero for the whole trace, and every particle travels at its type’s velocity exactly — unless MovementPerturbationCoefficient is itself negative, since the floor is that figure negated and a negative one lifts the offset off zero.