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Airhoverfactor issues

Posted: 08 Apr 2013, 04:20
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 })

Re: Airhoverfactor issues

Posted: 08 Apr 2013, 04:36
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.

Re: Airhoverfactor issues

Posted: 08 Apr 2013, 13:06
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

Re: Airhoverfactor issues

Posted: 08 Apr 2013, 23:01
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.

Re: Airhoverfactor issues

Posted: 17 Apr 2013, 09:04
by Pressure Line
afaik they always moved up and down slightly

Re: Airhoverfactor issues

Posted: 20 Apr 2013, 00:45
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.

Re: Airhoverfactor issues

Posted: 20 Apr 2013, 01:54
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

Re: Airhoverfactor issues

Posted: 20 Apr 2013, 10:16
by smoth
Dunno. When was the 30th time you had a case of t he hicups?