Airhoverfactor issues

Airhoverfactor issues

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zalpha
Posts: 23
Joined: 19 Mar 2013, 18:39

Airhoverfactor issues

Post by zalpha »

Well, the game progresses, but the spacecraft seem to have an odd issue.

I've been able to make them appear after being built, fly and bank as I want them to, but they seem to jiggle at a high rate of speed no matter what I do to fix the issue.

I've set the airHoverFactor to 0, 1.0, 10.0, and I still seem to get the jiggle.

It's a vertical bounce, I'm guessing 1 unit or so. It effects all of my units.

I'm planning on shrinking the units down to one tenth their size to allow for huge games, but if this bounce keeps up, I may not be able to do it.

Here is an example file:
local unitName = "cbcruiser"

local unitDef = {
--Internal settings
BuildPic = "filename.bmp",
Category = "HUGE CAPITOL CRUISER",
ObjectName = "cbcruiser.S3O",
name = "Crystal Battle Cruiser",
Side = "CRYSTAL",
TEDClass = "CAPITOL",
UnitName = "cbcruiser",
script = "cbcruiser.lua",

--Unit limitations and properties
BuildTime = 1,
Description = "A Crystalline Battlecruiser",
MaxDamage = 4000,
RadarDistance = 0,
SightDistance = 400,
SoundCategory = "CRYSTAL",
Upright = 0,

--Energy and metal related
BuildCostEnergy = 1,
BuildCostMetal = 0,

--Pathfinding and related
Acceleration = 0.2,
BrakeRate = 0.6,
FootprintX = 10,
FootprintZ = 10,
MaxSlope = 15,
MaxVelocity = 4.0,
MaxWaterDepth = 20,
MovementClass = "Hover",
TurnRate = 300,
PushResistant = 1,

--Abilities
Builder = 0,
CanAttack = 1,
CanGuard = 1,
CanMove = 1,
CanPatrol = 1,
CanStop = 1,
LeaveTracks = 0,
Reclaimable = 0,
CanFly = 1,
HoverAttack = 1,
airstrafe = false,
CruiseAlt = 20,
BankingAllowed = 1,
AirHoverFactor = 0.0,
UseSmoothMesh = 1,



--Hitbox
-- collisionVolumeOffsets = "0 0 0",
-- collisionVolumeScales = "20 20 20",
-- collisionVolumeTest = 1,
-- collisionVolumeType = "box",

--Weapons and related
BadTargetCategory = "NOTAIR",
ExplodeAs = "TANKDEATH",
NoChaseCategory = "AIR",

}

return lowerkeys({ [unitName] = unitDef })
zalpha
Posts: 23
Joined: 19 Mar 2013, 18:39

Re: Airhoverfactor issues

Post by zalpha »

I was able to get the large ships to not jiggle by setting the verticalSpeed to 0.0, but that smallest ship still bounces.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Airhoverfactor issues

Post by knorke »

bit similiar, it is problematic that verticalSpeed controlls two things:
-speed of air transports when (un)loading
-the up&down wobbling
That means a transport that has high verticalSpeed for fast loading wobbles very silly
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Airhoverfactor issues

Post by smoth »

Is a bug imo. Post a mantis report. Airhoverfactor used to just be a bool where your ship would float in the air with no wobble.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Airhoverfactor issues

Post by Pressure Line »

afaik they always moved up and down slightly
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Airhoverfactor issues

Post by smoth »

feel free to disagree with me, after all I used it on my 40x40 commanders in grts, what would I know about the tag :P.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Airhoverfactor issues

Post by knorke »

smoth wrote:Airhoverfactor used to just be a bool
when?
4 years ago was read as float:
https://github.com/spring/spring/blob/d ... r.cpp#L455
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Airhoverfactor issues

Post by smoth »

Dunno. When was the 30th time you had a case of t he hicups?
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