Planes grounded by gravity!
Moderator: Moderators
Planes grounded by gravity!
So, apparently, when the map gravity is high, (say 500% of normal, for instance), planes have much trouble flying. They are hugging the ground, they look like they fly with a high incidence even when going straight on flat terrain, and they don't manage to climb slopes: I saw them using their momentum to climb half a slope, then turn back when their ran out of speed, and neither insistant clicking nor FPS mode could force them to climb the rest of the slope. BTW, I had the impression that I couldn't steer the planes on FPS mode.
It's like if under heavy gravity, planes try hard but can't take off, and so drive on the surface.
Save that, strangely, planes get a huge vertical boost when taking off or landing. But they fall to ground level right after, and I haven't even managed to use that vertical boost to cross any slope.
Strangly, copters (such as the brawler) are unaffected.
It means that on map with high gravity, planes are turned into some sort of ground vehicle with very low manoeuvrability, that are very hard to get where you want and are blocked by ramps that wouln't block a bulldog.
I guess that to some extent, it can make sense that planes don't fly when subject to very heavy gravity.
But on the other hand, when you experience that ingame, it feels like a bug.
I'd prefer planes to fly well even under heavy gravity. I could settle for having them fly worse but still be able to fly anywhere. But having my bombers' tails buried in the ground while they're flying straight at cruise speed on flat land just is wrong. And having planes unable to fly over ramps any vehicle can climb is really weird. And having copters unnaffected seem wrong.
Having a movement class without a defined maxslope but where any slope is crossable with enough momemtum, and any low slope unclimbable without momentum, could be interesting, but that should be a new kind of unit type, not the type "aircraft under heavy gravity", imo.
So, what do you think?
It's like if under heavy gravity, planes try hard but can't take off, and so drive on the surface.
Save that, strangely, planes get a huge vertical boost when taking off or landing. But they fall to ground level right after, and I haven't even managed to use that vertical boost to cross any slope.
Strangly, copters (such as the brawler) are unaffected.
It means that on map with high gravity, planes are turned into some sort of ground vehicle with very low manoeuvrability, that are very hard to get where you want and are blocked by ramps that wouln't block a bulldog.
I guess that to some extent, it can make sense that planes don't fly when subject to very heavy gravity.
But on the other hand, when you experience that ingame, it feels like a bug.
I'd prefer planes to fly well even under heavy gravity. I could settle for having them fly worse but still be able to fly anywhere. But having my bombers' tails buried in the ground while they're flying straight at cruise speed on flat land just is wrong. And having planes unable to fly over ramps any vehicle can climb is really weird. And having copters unnaffected seem wrong.
Having a movement class without a defined maxslope but where any slope is crossable with enough momemtum, and any low slope unclimbable without momentum, could be interesting, but that should be a new kind of unit type, not the type "aircraft under heavy gravity", imo.
So, what do you think?
Well, naturly I voted with my sense of hummor and click Trees, however on a more serios note, i think there should maybe be a max Limit to how much planes are effected. Surely If the planes are using gravity in there movement calculations, someone can add an:
If gravity > 200 then gravity1 = 200 else gravity1 = gravity and just reference planes gravity to gravity1 insted.
(PS thats very sloppy code I know. Think of it as a sentance with symbols...)
aGorm
If gravity > 200 then gravity1 = 200 else gravity1 = gravity and just reference planes gravity to gravity1 insted.
(PS thats very sloppy code I know. Think of it as a sentance with symbols...)
aGorm
That being said
While I appreciate that this is certainly _not_ intended functionality, and that planes flying low is a frustrating effect - not to mention the confusion in pathfinding, I think that it is good that there is a way to limit the movement of aircraft. Mappers do need a way to make an area plane-proof. For example, maps like "the pass" are pretty much absurd - instead of being a tight brawl in the alleyway, the alley is fortified with turrents and the game becomes a gunship/artillery war.
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SWEET! They fixed it!!! And another bug I reported!!! Everyone, the secret to getting noticed is giant red lettering!Caydr wrote:Allow me to take this opportunity to bitch.
Transport planes seem to be set at a fixed height and won't differ from it no matter what their cruisealt is set to! My monstrous Krogoth gets mashed into the terrain when it gets airlifted!

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Well, I won't write in big red letters, but I'll just say that planes should be seriously affected by gravity at all times, and the brawlers and such should be behaving like normal planes (their height should not be fixed, rather they should be supported by a force vector - same goes for taking off VTOLs), and gravity would oppose to that. In high-G situations, planes would be forced to taxi. This again brings about ground collision damage - extremely high G-forces would create enough force so that a unit merely standing would take damage as if it was constantly hitting the ground.
What a mess.
The very idea of having custom gravity just messes up the gameplay in so many ways. The play balance is completely thrown out the window, especialy considering how the physics model ignores gravity for many units and projectiles that should be effected by it (missiles for example).
Let custom gravity be a mod feature, not a map feature.
Let custom gravity be a mod feature, not a map feature.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Re: What a mess.
Hmm, that's actually a very interesting idea.Pxtl wrote:...
Let custom gravity be a mod feature, not a map feature.
Because of varying gravity, for example, balistic weapons have to have they're range artificially limited and artificially modified when on higher ground and all sort of weird stuff.
Of course, having it removed from the maps takes away from the mapers the feeling of power of modifying whatever they want.
Maybe we could have, instead but similarly, gravity defined in the mod and, in the map, the ability to have a gravity modifier, optional, with a default value of (obviously) 1 or 100 (meaning 1,00).
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- HildemarDasce
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