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source³: Momentum Mechanics, Strafe Jumping, and Velocity Tuning

A source³ guide. Covers source³ 0.2.0-21.1 on Minecraft 1.21.1.

Air Strafe Mechanics and Momentum Accumulation

Translating classic momentum-based physics into block environments introduces fluid navigation across rugged terrain. Activating the physics framework unlocks dynamic locomotion, where players carry momentum through rhythmic leaps and aerial turns. Players who favor unlimited speed scaling can enable "Uncapped Bunnyhopping", which bypasses artificial velocity ceilings. Fine-tuning how quickly speed builds is controlled through "Ground Acceleration", "Air Acceleration", and "Max Air Acceleration Per Tick". To prevent excessive travel speeds on multiplayer servers, administrators can configure speed limiters using "Soft Cap Threshold", "Hard Cap Threshold", and "Soft Cap Degen".

Specialized Maneuvers and Impact Dynamics

Beyond continuous hopping, players can execute specialized movement techniques across varied obstacles. Leaping across wide chasms is enhanced by "Long Jumping", governed by adjustable parameters such as "Long Jump Forward Strength", "Long Jump Vertical Strength", and "Long Jump Cooldown". Ramping off angled slopes converts horizontal speed into upward lift using "Trimp Multiplier", while skimming over aquatic surfaces is tailored via "Sharking Water Friction" and "Sharking Surface Tension". To ensure high-speed locomotion remains grounded in survival balance, the mod reworks impact safety using "Velocity-Based Fall Damage", "Velocity Damage Threshold", "Velocity Damage Multiplier", and "Fall Damage Threshold Increase".

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