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Posted: Mon Apr 04, 2011 10:23 pm
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.

Posted: Mon Apr 04, 2011 11:04 pm
by Heyoka
Make the op look like a Cylon base star...like the original kind, just cleaner.

Posted: Mon Apr 04, 2011 11:15 pm
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

Posted: Tue Apr 05, 2011 1:35 pm
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.

Posted: Tue Apr 05, 2011 2:00 pm
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

Posted: Tue Apr 05, 2011 2:39 pm
by Adept
Read the thread again jimen. The same effect happens with the old TF op.

Posted: Wed Apr 06, 2011 3:32 pm
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

Posted: Wed Apr 06, 2011 3:55 pm
by Adept
With that formula, how the hell do they end up so close to fan made statins, no matter how bit? :huh:

Posted: Wed Apr 06, 2011 6:41 pm
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.

Posted: Wed Apr 06, 2011 6:50 pm
by pkk
Now it all makes sense. GT Gar doors are at the edge of the "base radius", same like TF OP...