Aircraft hover distance mechanics

Aircraft hover distance mechanics

Requests for features in the spring code.

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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Aircraft hover distance mechanics

Post by REVENGE »

Hovering aircraft (in particular) seem to set their hover distance based on nearby terrain height. Can we have added control over this mechanic to allow aircraft to hover closer to the terrain directly underneath them? The speed of adjustment for the hovering height would preferably also be a setting.
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smoth
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Re: Aircraft hover distance mechanics

Post by smoth »

cruiseAlt = 10,
Google_Frog
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Re: Aircraft hover distance mechanics

Post by Google_Frog »

"Hover distance based on nearby terrain" makes me think that these aircraft are using smoothmesh.
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smoth
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Re: Aircraft hover distance mechanics

Post by smoth »

They are which is why we run into aircraft foing into terrain iirc
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Aircraft hover distance mechanics

Post by knorke »

aircraft use smoothmesh so that do not foing into terrain.
unless you disable it for that unit: useSmoothMesh=false
http://springrts.com/wiki/Units-UnitDefs#Aircraft
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Aircraft hover distance mechanics

Post by hoijui »

smooth mesh is not here to prevent aircraft from flying into the terrain, but to make their movement less jerky/unrealistic at cliffs. it did infact cause aircraft to bump into terrain (might be fixed now, might not). it happened for example on that map with the north-south river with huge cliffs and lots of teleports to beam east<->west.
Last edited by hoijui on 21 Aug 2013, 15:11, edited 1 time in total.
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knorke
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Re: Aircraft hover distance mechanics

Post by knorke »

"flying into [steep] terrain" qualifies as "jerky/unrealistic at cliffs" imo.

From before there was airmesh thing I vaguely remember aircraft bouncing from cliffs very often.
So tested a bit with xta's core_shadow on "Castles" map: I was expecting the plane with disabled usesmoothmesh to run into the walls more often, but actually did not seem to make any difference in behaviour?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Aircraft hover distance mechanics

Post by Beherith »

Castles isnt steep, try tabula penishills.
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Silentwings
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Re: Aircraft hover distance mechanics

Post by Silentwings »

Or the pillars the back of Industrial Revolution,although it is a bit ridiculous to expect aircraft to always avoid those.
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smoth
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Re: Aircraft hover distance mechanics

Post by smoth »

Image
Northern Mountains the dividing hill I have seen units frequently clip through the huge center mountain of that map.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Aircraft hover distance mechanics

Post by REVENGE »

Thank you all for the helpful replies, I apologize for not taking a close look at the source code beforehand.
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