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Capitalship tag for aircraft
Posted: 16 May 2007, 14:31
by KDR_11k
Since huge spaceships as units are all the rage we need a tag to make them work properly. Namely make fighter aircraft pull up before ramming the target. Let's just say if Capitalship is set for a plane all fighters will perform an immelmann when attacking it. Capitalships would also turn their weapon1 to the target instead of their nose like gunships do since a capital ship won't do much of an attack dance anyway and some may need to hit with a broadside. In Freespace capital ships turn their left side to the enemy and keep moving forward, effectively circling each other.
Posted: 16 May 2007, 14:37
by smoth
actually, the giant hitsphere needed for a large ship is more a problem then anything.
Posted: 16 May 2007, 18:31
by LordMuffe
i really think this is a good idea. it would prevent the stupid look of giant ships "hovering" around their target. also the fighterproblem is really annoying.
but i dont see a great problem with thte hitsphere... it´s not the optimal solution, but it works for me so far to just size them a bit smaller as they get set by Upspring.
Posted: 16 May 2007, 20:02
by AF
The 'hovering' strafe movment was bound to a tag in a patch I submitted for 0.75.
As such youll notice that in most of the new mod revisions aircraft dont circle when building.
Posted: 16 May 2007, 20:32
by smoth
LordMuffe wrote:
but i dont see a great problem with thte hitsphere... it´s not the optimal solution, but it works for me so far to just size them a bit smaller as they get set by Upspring.
take a wild guess why they are doing what they are doing(NOTE: THIS SHOT IS SUPER OLD!):
In order for shot to register on the hull they have to hit the hitsphere which needs to be as wide or tall as the unit.
trust me it makes a difference... see where the ships are flying around.. that is where shots impact as well

Posted: 16 May 2007, 20:41
by Neddie
I agree with Smoth on this one, based on my own observations. It would even be preferable if we could assign multiple, spaced hitspheres of smaller size and divide up the unit into sections. Anything beats the current system for huge and tiny units. By anything, I mean a hit box, but we know the efficency issues with that.
Posted: 16 May 2007, 20:57
by rattle
That's exactly why I brought up custom collision models.
Posted: 17 May 2007, 19:46
by Kloot
They aren't entirely custom, but I have a patch in the works that will at least allow you to attach an ellipsoid, cylinder, or box model of arbitrary dimensions to a unit or feature:
No ETA tho (there is an awful lot of code that deals with collisions that needs to be changed yet kept backward-compatible, so it probably won't make it into 75b1).
Posted: 17 May 2007, 20:01
by smoth
kloot, thank you so very much for taking up this patch!
Posted: 17 May 2007, 21:20
by Comp1337
sex!
Posted: 17 May 2007, 21:35
by KDR_11k
Epic win!
But so far the polar axis if the primitives seems to be along the z-axis instead of the y-axis, will that be customizable?
Posted: 18 May 2007, 00:27
by Kloot
Yes. For ellipsoids and rectangles it's a matter of entering the right scalars, for
cylinders the axis with greatest scale factor becomes the principal one (so I won't
have to introduce an extra tag).
Posted: 18 May 2007, 00:34
by Zpock
Then we can't have short cylinders, wich I think could be useful. UFO:shaped units, like teh supcom tzar, silo-like buildings. Giant Single wheel thing like that harconnen unit in emperor bfd.
Put the tag in there I think...
Posted: 18 May 2007, 06:54
by KDR_11k
Kernel Panic Assembler.
Posted: 18 May 2007, 14:24
by yuritch
What will happen when 2 long thin units using say the cylinder collision model and standing side by side will try to turn? Will they be allowed to turn thus intersecting the collision models, or will they be unable to do it? I ask this because that's what will happen a lot in large naval games, the ships tend to be much longer then they are wide and will get stuck quite often if they cannot rotate freely.
Posted: 18 May 2007, 15:21
by KDR_11k
Ground movement is limited by footprints anyway.
Posted: 18 May 2007, 15:24
by Kloot
@zpock, KDR:
Fine, I'll let you have your pancake units and eat them too, just don't blame me for planting some more trees in the tag-forest.
@yuritch:
Ground-unit vs. ground-unit collisions are handled via the blocking map, these models are only for unit vs. projectile and air-unit vs. air-unit checks.
Posted: 18 May 2007, 19:11
by SinbadEV
While your fixing this if can you make it so that boats, subs, and underwater units are not on the same plane (because of footprint collision) that would be awesome (not that I expect you to succeed)
Posted: 18 May 2007, 20:23
by smoth
will this apply to shields as well kloot?
Posted: 18 May 2007, 20:39
by rattle
SinbadEV wrote:While your fixing this if can you make it so that boats, subs, and underwater units are not on the same plane (because of footprint collision) that would be awesome (not that I expect you to succeed)
In other words, could the collision model be attached to the root object of the model?