The problem is this, You have an aircraft (for simplicities sake we'll say a gunship).
Lately I have done a lot of testing on this front and have come to the very annoying conclusion that when spring causes the aircraft to tilt and aim at the target, It never tilts it enough. It is always just a little bit off.
This isn't too much of a problem in technicality because you can increase tolerance to allow the weapons to fire, but if you want to do some really complicated stuff it causes a big problem, because if you force a fire along the axis, it will always miss it's target. The higher the cruisealt, the bigger of a problem it becomes. It also looks really crummy visually. Additionally, if you want your aircraft to use beamlasers you generally need to emit them to avoid the retardation that happens when you allow them to aim themselves, so in this case we would define a weapon, make said weapon exactly like the others except completely invisible and 0 damage, and in fireweapon() tell it to emit the real weapons. This way if you stick them on a fighter, you get true strafing beamlasers that fire in front of the aircraft aligning with it's rotation dynamically. Because of the inadequate xtilt, it will always miss it's intended target.
I tried a lot of different things to attempt to fix, but kept getting stuck by the fact that it is springs fault. I even tried x-rotating the model which just looks really stupid if you pay attention to it and it doesn't really matter, because the actual orientation of the model stays on a flat x-y-z plane.
This happens with all aircraft, but specifically fighters and gunships and it also causes some wackyness with aiming as well, which might explain why fighters will sometimes behave somewhat oddly.
Could someone please take a look at this problem?
X-Tilt issues
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- Forboding Angel
- Evolution RTS Developer
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X-Tilt issues
Last edited by Forboding Angel on 14 May 2008, 00:46, edited 1 time in total.
Re: X-Tilt issues
First!
>_>
<_<
I'll try to figure this out after class.
>_>
<_<
I'll try to figure this out after class.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: X-Tilt issues
If it matters, I've confirmed it with Pure and BA as well. I haven't looked at others cause it's pretty standard behavior.
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- Forboding Angel
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Re: X-Tilt issues
You know... It goes from the center of the hitsphere, not the object orientation, could the clincher be hitsphere placement? As in, if you screwed around moving around the hitsphere, could that fix it?
Re: X-Tilt issues
I think, with gunships at least, it has to do with the rotation code used. The notes say something about a kludge that was put in, basically to make Brawlers work properly, and this may be the problem area. With fighters, I think it has more to do with the steering code for the "swoop", etc., which the code pretty much automates- it was designed to do dive-bombing, not a gentle strafing dive.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: X-Tilt issues
To quote someone else...
"BUCKING FUMP!"
Anyone gonna take a look into fixing this? Stuff is broken and it needs a kick in the ass pronto.
"BUCKING FUMP!"
Anyone gonna take a look into fixing this? Stuff is broken and it needs a kick in the ass pronto.