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Posted: Tue Aug 05, 2008 9:41 pm
by Andon
It's the CVH for the model that is used.

Posted: Wed Aug 27, 2008 10:53 am
by zdude1994
Can you just have huge cylendrical sprites that overlap eachother as fireed?

Posted: Wed Aug 27, 2008 4:07 pm
by Vlymoxyd
I've tried the fast ROF many years ago. The bending isn't really noticable. Also, I guess beams weapons would be on capital ships, which I suppose have a slow turning rate which makes bending even less noticable.

From my memory, the beams looked much better with a fast RoF particule, mostly because it looked like a beam of light instead of looking like a solid object. It creates a sort of change in the aspect of the light that makes it get more/less intense every moments(you can't tell what happens, but see flashes).

I didn't test the beam on miners( not sure why i didn't think about that), but it seemed to work fine on bases. The hit detection problem is a huge issue, but I think that finding ways to bypass it is worth it.

I think that using many separated colored dots on the same particule model could allow you to use less particule(and lower ROF) for similar results. just give them a high spin rate(which should have no effect for hit detections) and I think the result could be interesting.