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I hate to spam the forum with requests but...

Posted: 19 Dec 2005, 21:10
by Doomweaver
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.

Posted: 19 Dec 2005, 21:27
by Min3mat
oooh Please!

Posted: 19 Dec 2005, 21:40
by Caydr
I was being sarcastic, there is no such thing.

?

Posted: 19 Dec 2005, 21:44
by Pxtl
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.

Posted: 19 Dec 2005, 22:24
by Torrasque
Perhaps having a better way to define the way the gun fire would be better.
Cause there will be always some people who will want more than medium, but less than high...

Posted: 19 Dec 2005, 22:37
by Weaver
Unless you can have a projectile with a shuttlecock's aerodynamics and flight path.

Posted: 20 Dec 2005, 04:24
by Doomweaver
Caydr wrote:I was being sarcastic, there is no such thing.
Why the hell not?
Edit: Oh shit, just read the other posts.

Edit2: Do weapons experience drag? If not, would adding drag change the optimal angle?

Posted: 20 Dec 2005, 07:00
by Felix the Cat
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.

Posted: 20 Dec 2005, 09:06
by SwiftSpear
I'd love an automatic range changer feature. Expecially for those really long range firing units.

Posted: 20 Dec 2005, 12:02
by Doomweaver
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.
No, this is a visual issue, not a gamplay issue. The artillery needs to fire over obstacles, but still look decent.

Posted: 20 Dec 2005, 12:06
by mother
If it is purely a visual issue, perhaps we can change the way the game renders height to a log scale?

Seems to me that gameplay comes first tho...

Posted: 20 Dec 2005, 12:20
by Torrasque
mother wrote:If it is purely a visual issue, perhaps we can change the way the game renders height to a log scale?

Seems to me that gameplay comes first tho...
And that's why Cady don't want to have them in low trajectory.....

Posted: 20 Dec 2005, 12:44
by mother
[edit nevermind I figured out what he meant after a bit more C8H10N4O2]

Posted: 20 Dec 2005, 20:20
by FLOZi
'MaxBarrelAngle' and 'MinBarrelAngle' tags that do what you might think would be nice.

Posted: 20 Dec 2005, 20:23
by Guessmyname
seconded

Posted: 20 Dec 2005, 20:36
by FizWizz
confining barrel angles will also confine the ranges your gun shoots at, for better or for worse. It will potentially give your guns a minimum range for all intents and purposes (again, for better or for worse).

Posted: 20 Dec 2005, 22:53
by Min3mat
better! arty should be next to useless at close range!

Posted: 21 Dec 2005, 01:09
by Doomweaver
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.

Posted: 21 Dec 2005, 05:49
by mongus
SwiftSpear wrote:I'd love an automatic range changer feature. Expecially for those really long range firing units.
a bit offtopic, but that is a nice thing for a group ai.

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.

Posted: 21 Dec 2005, 07:46
by yuritch
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.