Last night during testing, while in a Rix bomber, it appeared to me that the ranges stated didn't match the actual range. In the inventory screen, it stated 1800m, but I never got the green "in range" indicator until 1600m or so. In fact, at one point the bomber was stationary for a minute or so, and I had a target at 1750 (an asteroid - also stationary) and I did not have a green "in range" indicator. Throughout the night though I never had a signal to fire at 1800m...
rushl
Bogus ranges for Rix turrets?
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General_Freak
- Posts: 207
- Joined: Tue Mar 29, 2005 8:00 am
Yes, and that explains conclusively - for once and for all - why projectiles suddenly stop at their max range in the vaccuum of space.
... I said ONCE AND FOR ALL!!
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... I said ONCE AND FOR ALL!!
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apochboi wrote:QUOTE (apochboi @ Dec 14 2006, 08:27 AM) I believe this has been mentioned before that range GA, does not actually affect the range of the gun it affects the velocity of the projectile. The mind boggles.
Actually it's worse than that. While the crosshairs do take into account relative velocity between you and your target, they don't take into account the range GAs period. If you want to test this, try RPS exp with all 60% of the rangeups, and see how big the difference is between your actual range, and the range on the crosshairs.
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Terralthra
- Posts: 1748
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Oh, man, if that was true, the lead indicator would totally blow!Gappy wrote:QUOTE (Gappy @ Dec 15 2006, 05:48 AM) Actually it's worse than that. While the crosshairs do take into account relative velocity between you and your target, they don't take into account the range GAs period. If you want to test this, try RPS exp with all 60% of the rangeups, and see how big the difference is between your actual range, and the range on the crosshairs.
Good thing it's not.
Code: Select all
Vector vecLeadPosition;
float t = solveForLead(pship, targetModel, w, &vecLeadPosition);
float l = w->GetLifespan();
Rect rect = GetViewRect()->GetValue();
Point pointCenter = rect.Center();
Point pointLead;
if (t <= l)
bIisInRange = true;That doesn't sit right with me... Inceasing something's range should be increasing the lifetime of the particle, not the speed. Increasing the speed just makes it easier to aim... which is crap. But, since I'm not willing to go recode the game, I'll just let people flame me for whining about it. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
But yeah, don't wait for the green circle... Many times while turreting I will start shooting at incoming ships at longer range than the turret has anyway, because by the time my particle gets to where it's going, the defenders are there to run into it.
Result= /owned-anim.gif" style="vertical-align:middle" emoid=":owned:" border="0" alt="owned-anim.gif" />
But yeah, don't wait for the green circle... Many times while turreting I will start shooting at incoming ships at longer range than the turret has anyway, because by the time my particle gets to where it's going, the defenders are there to run into it.
Result= /owned-anim.gif" style="vertical-align:middle" emoid=":owned:" border="0" alt="owned-anim.gif" />
Xeretov wrote:QUOTE (Xeretov @ Oct 29 2009, 01:24 PM) I feel a great disturbance in the Force. As if hundreds of voobs cried out for nerfs, and were suddenly silenced.




