Bogus ranges for Rix turrets?

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rushl
Posts: 15
Joined: Mon Oct 02, 2006 4:17 pm

Post by rushl »

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
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

yeah all guns are like that, go by the range it says, not the green

it can say your out of range with an int, but if you shoot, your bullets will hit.

may hae something to do with relative velocitys

perhaps a calculation doesn't take the range GA's into account?
apochboi
Posts: 1744
Joined: Sun May 28, 2006 7:00 am
Location: Dundee, Scotland

Post by apochboi »

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.
General_Freak
Posts: 207
Joined: Tue Mar 29, 2005 8:00 am

Post by General_Freak »

It indirectly affects the range, because if a bullet's lifetime is constant, and its speed increases, it will have longer range.
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Tigereye
Posts: 4952
Joined: Mon Jul 28, 2003 7:00 am
Location: Toronto, Ontario

Post by Tigereye »

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!!

--TE


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apochboi
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Location: Dundee, Scotland

Post by apochboi »

lol
Gappy
Posts: 461
Joined: Wed Nov 08, 2006 7:35 pm

Post by Gappy »

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.
We've upped our standards. Up yours.
Terralthra
Posts: 1748
Joined: Fri Nov 18, 2005 8:00 am
Location: San Francisco, CA, USA

Post by Terralthra »

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.
Oh, man, if that was true, the lead indicator would totally blow!

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;
Gappy
Posts: 461
Joined: Wed Nov 08, 2006 7:35 pm

Post by Gappy »

I have, however, seen some descripancies that were very noticable on cheese RPS. I'll try and get some definitive testing out when someone's screwing around on the server one day.
We've upped our standards. Up yours.
Gothmog
Posts: 318
Joined: Wed Feb 15, 2006 8:00 am
Location: Olympia, WA, USA

Post by Gothmog »

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.

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