
Video Game Analysis:

Team Fortress 2
BRUNI MATRIX: PHYSICS PROJECT 2014
Explosive Jumping:
Rocket Jumping
As mentioned before, the rocket creates a knockback affect upon impact. Players can use this knockback to launched them high into the sky. Of course in real life, being that close to a rocket would be 100% fatal, but this is the video game world, where people have far health than they should. Soldiers actually take 40% less damage from thier own rocket. Therefore if another rocket were to directly hit you, it would be better to rocket jump out of the way and take less damage. Rocket jumping enables soldiers to reach parts of the map where other classes cannot.
A basic rocket jump just consists of the player as the soldier to shoot the ground under them.
However there are certain techniques that can make soldiers go faster, higher and further.
One technique is to jump when you launch the rocket. This gives an added boost to jump higher, rather than shooting the ground without jumping. It also gives more room for the explosive energy to transfer into kinectic energy on the player. Think of a lifting a table, is it easier to lift from grabbing under the legs of the table, or just grabbing under the table top.?
One more way to boost the jump even higher is to do a crouch jump, which is basically crouching while you jump and shoot the ground. In source games, crouching while jumping adds makes the character go 1 HU up. It also shortens the hieght of the player to only 72 HU.
Using this technique, it will garentee the furthest and/or highest jump possible.
Here is a picture that shows the relation ship with vertical distance and horizontal distance at one instance of a jump.
The blue dots represent the player and the red dot represents the start position. As you can see in the graph, when you do a high rocket jump, you barely get any horizontal distance and vice versa where you do a far rocket jump, but rarely get any hieght. The black lines represent the distance traveled.
This can also be explained using vector triangles. The more bigger the angle, the more vertical velocity, but less horizontal velocity. And the lower the angle the more horizontal velocity by less vertical velocity. This means to get the opitmal distance, both velocities should be the same which is when theta = 45 degrees.
When a soldier does a rocket jump, it actually becomes a projectile and is only affected by gravity.
For internet sources the maximum vertical hieght that a soldier can reach is 576 HU with just one rocket.(https://developer.valvesoftware.com/wiki/Team_Fortress_2_Mapper%27s_Reference)
This is about 10.7 m only.
From this we can find the intial velocity of the soldier:
vi^2 = vf^2 x 2 x a x d
vi^2 = 0 m/s x 2 x 15 m/s/s x 10.7 m
vi^2 = sqrt (321)
vi = 17.9 m/s
Since there is no air resistance, the total energy at the top of the jump must be the same as the total
energy at the start.
Height
Start
m - 89.8 kg
Et = Ek + Eg
Eg = 0 j
Et = Ek
Ek = 1/2 m x v ^2
Ek = 1/2 x 89.8 kg x 17.9 m/s ^2
Ek = 14386 J
Top
Ek = 0
Eg = mgh
Eg = 89.8kg x 15.24 m/s/s x 10.7 m
Eg = 14644 J
Percent deviation = 14386 J - 14644 J x 100 % = 1.76 %
14644 J
With a very low % deviation, I would say this is accurate. What does this mean? Well this means that actually only roughly 14500 J of energy of the rocket was converted to the total energy for the rocket jump. There are only two things that can happen: Either, the energy of a rocket is much lower in the video game, or almost all the energy was either abosrbed to the ground, the air, or the person.
Distance
According to sources, the farthest distance for a single rocket jump is about 1024 HU which is about 19.5 m. Since this also follows the law of conservation of energy. Again, the most optimal angle for getting the furthest distance is 45 degrees. We wil calculate the percent deviation between the actual vs calculated.
viy = vix = cos 45 x 17.9 m/s
vix = viy = 12.7 m/s
vfy = viy + at
0 m/s = 12.7 m/s + 15.24 m/s/s x t
t = 12.7 m/s
15.24 m/s/s
t = 0.83 s
total time = 0.83 s x 2 = 1.66 s
dx = vix x t
dx = 12.7 m/s x 1.66s
dx = 21.1 m
percent deviation = 21.1m - 19.5 m x 100 % = 8.2%
19.5 m
As you can see, the actual is fairly close and from our calculations we can accurately prove that you have the potential to reach around 19.5 m when rocket jumping.
There are so much more mechanics to jumping with different types of jumping. The video below, demonstrates it with many crazy jumps.
Jumping Techniques
Rocket jumping, does not need to consist of just using one rocket, but actually can chain rocket jumps together while in the air to go even faster and farther. There are different termiology from jumping. There is something called wall jumping: which is basically climbing a wall using rockets.
There is also something called pogos which is almost like a wall jump, but it is going distance rather than hieght. Below are the techniques get the best jumps.
Momentum is key when jumping. You always want to jump in the direction of momentum to increase speed and to continue moving in that direction. To do so, fire the rocket as soon as possible while predicting where you will land.
For pogos, when going at faster speeds, rockets will need to be predicted and aimed forwards like shown in the diagram. That will in turn propell you forwards with even more momentum. The attack interval is 0.8 second. Therefore, always predict where you will land in 0.8 seconds.
Sticky Jumping
Sticky jumping follows the same laws as rocket jumping. It uses the blast energy to jump to different distance. However this jump allows users to jump even further. Why? This has to do with the shape of the projectile. The shape of the projectile affects the blast energy. The circular shape allows for equal distribution of force in all directions. While the rocket is cone-shaped and most of the force is abosrbed in the ground and less force is applied upwards.
Sticky jumping also is easier to jump with one sticky as it can be positioned and self-detonated whenever. However chaining jumps together may be even difficult. Stickies unlike rockets travel in a projectile motion. Therefore it is hard to predict where the sticky will go. The sticky also has to be at a specific spot so that it is angled properly to go upwards. That is very difficult to do and only very good playerscan acheive.
The calculations and math is basically the same for sticky jumping.
Force-a-Nature
The force-a-nature is a weapon that is packed with force. By the name, we can tell that there is force in the gun. This gun shoot 2 shells at a time and can pac a punch. It can push back every single class in the game. Depending on how many bullets hit the player will determine how far they can go. This gun is almost like an explosion which has a knock back effect. This means players can actually shoot down on the ground with it and jump up. However this gun is only limited to the scout. The scout already has a double jump special. Using the force-a-nature allows for a triple jump. Below shows how the scout can get an even bigger force upwards. Depending on where you shoot the force detemines the hieght and distance the scout can reach. If you apply a more downward force of the ground, the red arrow would become steeper. If you were to add them, you would be reaching less hieght, but going further in distance.







Basics of Jumping
Some Insane Jumping!
Jump_Beef Star
Jump_Beef Me!
Some Skilled Jumping


