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Posted: Thu Dec 14, 2006 1:08 pm
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

Posted: Thu Dec 14, 2006 1:22 pm
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?

Posted: Thu Dec 14, 2006 4:27 pm
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.

Posted: Thu Dec 14, 2006 4:48 pm
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.

Posted: Thu Dec 14, 2006 4:48 pm
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

Posted: Thu Dec 14, 2006 4:58 pm
by apochboi
lol

Posted: Thu Dec 14, 2006 7:48 pm
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.

Posted: Fri Dec 15, 2006 2:07 am
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;

Posted: Fri Dec 15, 2006 4:09 am
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.

Posted: Fri Dec 15, 2006 4:53 am
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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