TF Op Model

Development area for FreeAllegiance's Community Core.
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

pkk wrote:QUOTE (pkk @ Apr 4 2011, 02:21 PM) This won't fix the problem. Like you already said it will only creates a new one.

This is still the preferred solution:
I might have an idea. I'll have to check it.
Image
ImageImage
Heyoka
Posts: 864
Joined: Mon Aug 09, 2010 5:06 am
Location: Cottonwood, AZ

Post by Heyoka »

Make the op look like a Cylon base star...like the original kind, just cleaner.
DasSmiter
Posts: 3820
Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

I'd rather fix the central issue than try to balance around it if possible. Weed and Andonn both say they might have a solution so we'll see what they can come up with
ImageImageImage
Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
Jimen
Posts: 1146
Joined: Mon Aug 31, 2009 10:39 pm
Location: Boston-ish

Post by Jimen »

Wouldn't this also make it easier to ram miners into the base?

Of course, if it's not fixable, we already have a somewhat-less-broken model that's been thoroughly tested through years of playtime: the old TF OP. Despite what Adept said when he locked the other thread, we're not "stuck with" the current model; there's always the option of reverting. Given the number of model updates we've had lately, and the high frequency of related issues, I think it's best to say this now: Better to have an ugly model which works well in gameplay than a pretty model which works terribly in gameplay.
Image
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

Jimen wrote:QUOTE (Jimen @ Apr 5 2011, 07:35 AM) Better to have an ugly model which works well in gameplay than a pretty model which works terribly in gameplay.
i'm not sure how many times i've said this by now
Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

Read the thread again jimen. The same effect happens with the old TF op.
ImageImageImageImageImage
<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
TurkeyXIII
Posts: 1460
Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

I found the formula for getting the approach distance but it's fairly convoluted and I don't (yet) see a way to abuse it for further or closer drone lineups.

The code is in common.cpp, the function is Waypoint::DoApproach


Get the radius of the station, add half the length of the ship, and then add ten meters. square the result. Let's call that R.

Get the distance from the centre of the station to the door, and square it. Subtract R from the result. Let's call that C. Note that C should be negative.

Imagine a plane parallel to the face of the doorway, but intersecting the centre of the station. Find the distance from this plane to the door and call it B.

The distance from the lineup position to the door is given by

T = sqrt(B2 - C) - B
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
Image
Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

With that formula, how the hell do they end up so close to fan made statins, no matter how bit? :huh:
ImageImageImageImageImage
<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
ThePhantom032
Posts: 836
Joined: Sat May 09, 2009 11:00 am
Location: Germany

Post by ThePhantom032 »

Adept wrote:QUOTE (Adept @ Apr 6 2011, 05:55 PM) With that formula, how the hell do they end up so close to fan made statins, no matter how bit? :huh:
Imagine the radius of the station is the door distance from the center.
C close to 0 results and with C = 0 it would actually be
sqrt(B² - 0) - B = 0

Now take a good look at all the outposts. They all have the doors "inside", meaning theres actual base hull further away from the center. (Even giga, though not much. And IIRC giga & dreg miners are quite close to the door too, though not as bad as our problem children.)
TF, GT and OH have their doors pretty much at maximum range, resulting in this problem.

Edit: at least thats my theory ;)

Edit2: if I'm right a simple fix would be so use something like 2 or 3 times the ship length as minimum distance if the calculated value is lower.
Last edited by ThePhantom032 on Wed Apr 06, 2011 6:46 pm, edited 1 time in total.
Still ready to teach anyone who asks nicely whatever they want to know about playing alleg. Contrary to popular opinion I do not eat newbies. Voobs taste much better.
pkk
Posts: 5419
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

Now it all makes sense. GT Gar doors are at the edge of the "base radius", same like TF OP...
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Post Reply