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IDProjectCategoryView StatusLast Update
0004145Spring engineGeneralpublic2013-11-12 16:14
Reportersilentwings Assigned ToKloot  
PriorityhighSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Product Version95.0 
Fixed in Version95.0.1+git 
Summary0004145: depthcharges fired by ships have trouble reaching their targets
Descriptionsee demo, with ba 7.84 in 95.0 on dsx
Additional Informationi think the problem is the depthcharge is initially dropping 'like a torpedo bomber' but it starts from a compatively low height and not able to redirect itself in time to his particular water depths
TagsNo tags attached.
Attached Files
20131111_145425_DeltaSiegeX_95.sdf (Attachment missing)
Checked infolog.txt for Errors

Activities

silentwings

2013-11-11 15:57

reporter   ~0012061

^ to hit particular water depths

Kloot

2013-11-11 23:18

developer   ~0012079

Last edited: 2013-11-11 23:33

combination of engine and game problem:

1) engine doesn't let torpedo projectiles turn until they reach a certain depth
2) the turnrate provided by BA for the projectiles used in this demo is extremely low (0.01), and
3) the target unit here has an unusually flat collision volume

which results in undershooting.

silentwings

2013-11-11 23:48

reporter   ~0012080

Last edited: 2013-11-11 23:55

Yes - the settings for the corroy and the rez sub were made (not by me) for the 94.1 torpedo projectile behaviour.

Would it be possible not to apply (1) to projectiles that are actually fired from underwater? I think it looks a bit odd that the torps travel downwards before going back up to hit something. For torpedo bombers & (land based) depthcharge launchers I think it looks natural because of momentum.

Kloot

2013-11-12 00:08

developer   ~0012081

Last edited: 2013-11-12 00:08

The depth restriction on turning wasn't very large (3 elmos, so visually you wouldn't be able to tell the difference), but enough in combination with the other two factors. As-is though they still undershoot frequently with it removed.

silentwings

2013-11-12 01:45

reporter   ~0012083

Last edited: 2013-11-12 02:11

I don't know how/if it relates to turnrate + the depth restriction but I think it's the angle (wrt y-axis) at which the torp fires that matters. In 94.1 it would fire in the direction of its target, whereas in 95.0 it seems to only fire downwards-ish.

BA torps have always been slow-ish things with little turnrate; I think its no longer possible to make that work for ships without missing nearby targets (as well as ridiculously thin subs).

If its possible to get the old angle of fire back that would be great; if not then quadrupling the turnrate was what it took (hitting small nearby scout boats did not happen easily) and I could do that.

EDIT: just read github & you already fixed it (i've tested), thank you :P

Issue History

Date Modified Username Field Change
2013-11-11 15:56 silentwings New Issue
2013-11-11 15:56 silentwings File Added: 20131111_145425_DeltaSiegeX_95.sdf
2013-11-11 15:57 silentwings Note Added: 0012061
2013-11-11 23:18 Kloot Note Added: 0012079
2013-11-11 23:30 Kloot Note Edited: 0012079
2013-11-11 23:33 Kloot Note Edited: 0012079
2013-11-11 23:48 silentwings Note Added: 0012080
2013-11-11 23:48 silentwings Note Edited: 0012080
2013-11-11 23:55 silentwings Note Edited: 0012080
2013-11-12 00:08 Kloot Note Added: 0012081
2013-11-12 00:08 Kloot Note Edited: 0012081
2013-11-12 01:45 silentwings Note Added: 0012083
2013-11-12 01:45 silentwings Note Edited: 0012083
2013-11-12 01:45 silentwings Note Edited: 0012083
2013-11-12 01:46 silentwings Note Edited: 0012083
2013-11-12 01:58 silentwings Note Edited: 0012083
2013-11-12 01:58 silentwings Note Edited: 0012083
2013-11-12 02:02 silentwings Note Edited: 0012083
2013-11-12 02:02 silentwings Note Edited: 0012083
2013-11-12 02:11 silentwings Note Edited: 0012083
2013-11-12 16:14 Kloot Status new => resolved
2013-11-12 16:14 Kloot Fixed in Version => 95.0.1+git
2013-11-12 16:14 Kloot Resolution open => fixed
2013-11-12 16:14 Kloot Assigned To => Kloot