I hate to spam the forum with requests but...
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I hate to spam the forum with requests but...
Can we have a medium trajectory, or some way to specify the angle of high trajectory? Because on most units, it looks really silly, with the canon pointing at angles with the cannon pointing at angles it was never meant to, and the artillery fire coming right up to the screen depending on your zoom level.
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For a given fixed muzzle velocity, there are two ways to hit a target. Shooting between those two angles will make you miss. The only way to get "mid trajectory" is to have the cannon adjust it's muzzle velocity in-game, or give it alternate gravitational level.
So there is no "mid trajectory" - the only way to get it is to hack your muzzle velocity or gravity or something....
Screw it. Just change the Guardian into a starburst missile launcher.
So there is no "mid trajectory" - the only way to get it is to hack your muzzle velocity or gravity or something....
Screw it. Just change the Guardian into a starburst missile launcher.
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- Felix the Cat
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What you're really asking for - or the real equivalent to what you're asking for - is for high-trajectory (indirect) fire units to switch to low-trajectory (direct) fire when a unit gets close enough. This is reasonable; means your Punisher doesn't have to aim nearly straight up to hit a unit 10 feet away, which is ridiculous because it could easily aim straight at said unit and hit it.
- SwiftSpear
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No, this is a visual issue, not a gamplay issue. The artillery needs to fire over obstacles, but still look decent.Felix the Cat wrote:What you're really asking for - or the real equivalent to what you're asking for - is for high-trajectory (indirect) fire units to switch to low-trajectory (direct) fire when a unit gets close enough. This is reasonable; means your Punisher doesn't have to aim nearly straight up to hit a unit 10 feet away, which is ridiculous because it could easily aim straight at said unit and hit it.
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What if we increase the gravity on a map... and increase the projectile speeds to compensate. What effect would that have? That should make it so the cannon can fire just as far, still using the high trajectory, but it would be lower. Of course, this would make the projectiles hit faster, but if it looks better, it might be worth it.
a bit offtopic, but that is a nice thing for a group ai.SwiftSpear wrote:I'd love an automatic range changer feature. Expecially for those really long range firing units.
Now ontopic.
about confining the angles.
Well there is a strange thing.
what happens to the weapon angles when switching to high trajectory?
they only turn 90º up?
Thats because there is no such "high trajectory angle" tag in scripts that ive seen, so its hardcoded it seems.
In that case, you cant change the angles at which high trajectory works.
And seccond.
I hardly doubt you can change the ammount of "power" a ballistic shell generates, without openning it and changing the charge, and that is done at the factory.
So, having only one "power setting"( iknow its something like ... energy... er.. work?.. ..) for the projectile, you have only 2 possible trajectories to hit the same target.
Specialized artillery guns CAN change the starting velocity of a shell. Thats because they have the shell and the propellant separated. Propellant comes in standard packages, different number of which can be used for one load.
At least this was so in World War 2. Field artillery (not tank, anti-tank or AA guns) had this feature. This allowed them to vary range and trajectory height of the same gun greatly (high trajectory was required for hitting stuff on back sides of hills or in trenches, low trajectory and higher velocity (greater range)- for countering pillboxes or tanks).
I'm not sure modern artillery does it that way, but they surely must have a way to vary range and trajectory type.
Edit: I checked a bit more and found out that modern guns usually don't do this, they rely on better targetting systems and "smart" projectiles instead.
At least this was so in World War 2. Field artillery (not tank, anti-tank or AA guns) had this feature. This allowed them to vary range and trajectory height of the same gun greatly (high trajectory was required for hitting stuff on back sides of hills or in trenches, low trajectory and higher velocity (greater range)- for countering pillboxes or tanks).
I'm not sure modern artillery does it that way, but they surely must have a way to vary range and trajectory type.
Edit: I checked a bit more and found out that modern guns usually don't do this, they rely on better targetting systems and "smart" projectiles instead.