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Posted: Sun Aug 26, 2007 1:14 pm
by apochboi
I only ask because the Allegiance engine has major issues with fast missiles. If they go too fast they dont track, If they lauch too fast they crash you to desktop. Over 1000mps will crash your game and probably everyone around. so consider your in a colonial fighter going 375mps, and your rocket fires at 700mps, BOOM, dead game. Next scenario, you fire a missile that tracks like a seeker, but of course will be launching at 375mps missile goes too fast isnt able to track.
Next scenario, you are traveling at 375mps and you fire off a missile, Missile range is 2000m, traveling at 375 you can multiply that range probably 5 fold. So potentially your 2k missile now goes 10,000m, this is a major gameplay issue, also Bombers going 175mps, lolol, fire ab at 3k win.
Posted: Sun Aug 26, 2007 1:31 pm
by w0dk4
And why no low masses? In the video I see a lot of inertia. After the fighter has turned, it still last a few seconds until the fighter actually stops and changes velocity direction.
I dont think thats fast paced, and when you have low hulls where a few hits can kill the fighter, it should be fast paced. Otherwise it will just result in "who shoots first".
The series does not have that kind of inertia, they can come to a complete stop from top speed in about 0.5 seconds.
For reference you could look at Beyond The Red Line, Top Speeds in this game are also rather low but they almost have no inertia, which results in very fast paced gameplay.. thats why their low hulls actually work, since its hard to hit an evading enemy.
Posted: Sun Aug 26, 2007 1:48 pm
by Andon
1) I had course lock on
2) There are four kinds of missiles:
-Nuclear missiles (AB missiles, tracking)
-Micro-Nuclear Missiles (Cylon Galvs, tracking)
-Rocket Pods (Colonial Galvs, non-tracking)
-Anti-Fighter Missiles (Both, tracking)
All have a low starting speed and low accelleration but longer lifetime. Currently they all also have ridiculous ranges but that is going to be fixed.
And I don't think that missiles going over 1k crash the server, I think they just die - I was playing around in the Colonial Stealth Fighter yesterday, traveling at 500mps and fired 10 Rockets (Fastest accelleration) and they went up to 900 some mps and then died. Not sure if it was their max range or something else, but the missiles are not excessively fast. The only one that has to be is the 'Anti-Fighter Missile' which has very good tracking and has a reasonable speed.
Also - BSG isn't about missiles. They are rarely used
Posted: Sun Aug 26, 2007 2:56 pm
by apochboi
I am telling you now, It will Crash your game if you launch a missile over 1000mps, I know I've been doing this alot longer than you, You will not be able to sort out the missile ranges either. Low starting speed means nothing, Because the missile automatically takes on the speed of your ship. Launch speed is an extra boost to the speed you're going.
Low Mass on any core is bad thing, Low mass = extreamly high thrust, Thrust = Lag, hence why TF lag bounce around the screen. They have low mass and high accel.
It's a common fact. I suggest you look at the core and perhaps Stick to standard allegiance gameplay. If you don't no one will play it.
Fact
Posted: Sun Aug 26, 2007 3:01 pm
by Andon
The ships handle very well with their current masses. I don't intend on changing them much.
And Apoch - Are you talking about launching a missile when the craft is going over 1000 or when the missile simply goes over 1000? Both are simple enough to avoid - Lower the accelleration and life so that even if it was launched from the fastest ship it would only get up to, say, 750 or so.
Posted: Sun Aug 26, 2007 3:22 pm
by apochboi
Im talking about the Launch speed of the missile, If you ships basic speed is 375mps, and you fire a rocket which i would assume would be fast launch as all rockets are, if it launches at faster than 999mps it crashes. Simple.
You are going to have massive problems with this core, just as Your_Persona about his attempt at "epic DN"
Posted: Sun Aug 26, 2007 5:29 pm
by w0dk4
QUOTE I was playing around in the Colonial Stealth Fighter yesterday, traveling at 500mps[/quote]
So.. how come a stealth ship which is supposed to be stealth has such an uber engine with such a high top speed?
I dont get it anyways: I understand you dont want low top speeds, but what exactly made you change it to incredibly HIGH top speeds?
QUOTE Thrust = Lag[/quote]
Thats something that needs to be tested. Allegiance updates ship positions in 166msec intervals. Yes, thats a little bit slow, but it still
should allow for fast paced gameplay.
If ships other then your target jump around on the screen, then that is related to the bandwidth limitation.
Posted: Sun Aug 26, 2007 7:09 pm
by Andon
Changing it to high speeds was because in one episode of BSG they mentioned the raptor landing at 220. (They didn't mention units). So I figured I'd test it, and it didn't feel bad. And the high speeds with 'normal' mass means that avoiding gunfire is reasonably effective, like the series.
Also - The Stealth Fighter will have a lower top speed. I was simply seeing what could be done with it. It'll probably be around 350 or so (Just under the Mark VII), as it is a low-mass high-engine power vehicle
Posted: Sun Aug 26, 2007 8:32 pm
by Loriana
hey andon, i have a question.
on temporary forums you made a post saying u used a LAN server to test out your models. Now as you might know, i am creating my own faction too. Could you teach me how to setup one, to test my own models out?
Posted: Sun Aug 26, 2007 9:48 pm
by apochboi
Lori,if you want i can send you everything you need. in a zip, just pm me