Forged Alliance Forever Forged Alliance Forever Forums 2019-04-07T21:15:36+02:00 /feed.php?f=41&t=17378 2019-04-07T21:15:36+02:00 2019-04-07T21:15:36+02:00 /viewtopic.php?t=17378&p=173269#p173269 <![CDATA[Re: Navy factory]]>
Some spots like setons island have a significant disadvantage with the default rotation of the factory

Statistics: Posted by noobymcnoobcake — 07 Apr 2019, 21:15


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2019-04-03T13:40:55+02:00 2019-04-03T13:40:55+02:00 /viewtopic.php?t=17378&p=173197#p173197 <![CDATA[Re: Navy factory]]>
I retested it again in replay Replay UID : 9486337

The left side factory has a smooth roll off, the right side looks buggy. I thought it could be the terrain affecting the positioning of the factory and thereby the roll off. I have no other explanation why the one HQ rolls off smoothly and the other doesnt.

In Replay UID : 9486376

The same as in the previous replay. I also did some random spawns of factories in the ocean. Some of them had nice roll offs, others were a mess. It seemed to be random results, nothing obvious to point at that may be the cause.

In Replay UID : 9486410

Some factories had clean roll offs going north, others going south, none of them had both a clean north&south roll off.


My conclusion is that it is unlikely related to the terrain. All factories spawn the roll off way point in the same position theoretically. Maybe the units spawn off by a tiny margin before going into the roll off move order. What is clear is that the next unit doesnt start construction until the created way point is reached or abandoned (due to too much time spent spinning in circles) by the unit rolling off.

Statistics: Posted by Evildrew — 03 Apr 2019, 13:40


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2019-04-02T21:23:41+02:00 2019-04-02T21:23:41+02:00 /viewtopic.php?t=17378&p=173189#p173189 <![CDATA[Re: Navy factory]]> Statistics: Posted by vongratz — 02 Apr 2019, 21:23


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2019-04-02T15:26:06+02:00 2019-04-02T15:26:06+02:00 /viewtopic.php?t=17378&p=173179#p173179 <![CDATA[Re: Navy factory]]>
Evildrew wrote:
Sounds good, you have 24 hours -_-


I am sorry, but tomorrow is my birthday.
Don't expect me to do anything before Friday :D

Statistics: Posted by Uveso — 02 Apr 2019, 15:26


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2019-04-02T14:27:21+02:00 2019-04-02T14:27:21+02:00 /viewtopic.php?t=17378&p=173177#p173177 <![CDATA[Re: Navy factory]]>
I think we can rework the lod0 files to ensure that boats have the parent bone (f.ex. UES0302) in the middle as I believe it shouldnt affect anything ingame. It is visibile on the screenshot below how the spawning location on the UEF battleship is off. I am not sure if the parent bone is maybe a little more on the left or right of the absolute centre but that could also be affecting the roll off. Would need to check in blender.

It could also be the attachpoint on the factory that is off.

Statistics: Posted by Evildrew — 02 Apr 2019, 14:27


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2019-04-02T14:18:00+02:00 2019-04-02T14:18:00+02:00 /viewtopic.php?t=17378&p=173176#p173176 <![CDATA[Re: Navy factory]]> Statistics: Posted by ____ — 02 Apr 2019, 14:18


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2019-04-02T14:00:06+02:00 2019-04-02T14:00:06+02:00 /viewtopic.php?t=17378&p=173175#p173175 <![CDATA[Re: Navy factory]]>
QuestionMarkNoob wrote:
I have noticed that with smaller ships like frigates the unit will firstly turn its head into the naval factory and then turn again in order to move out. This whole process sometimes takes up to 5 seconds and seems to be related to this move order.

For some factions this sometimes isn’t the case, while it is particularly bad for Cybran frigates for some reason. If you try it in a sandbox it is its clearly visible and reproducible most of the time.
When I tested it with UEF factories however the issue wasn’t really present, or at least not to the same extent as with Cybran. Also, it might be related to where the factory is facing.

Actually, now that I am testing it more thoroughly, it seems like battleships are also affected pretty severely sometimes. They don’t smash their head into the naval factory, but they sometimes just randomly make 360 degree turns instead of rolling out. It only happens sometimes, and it also depends on how many engies are assisting the fac. Overall it seems to happen randomly.



We can consider not microing engies into the right position when assisting the factory as lack of skill -_-

But on a serious note, the issue mainly shows with T3 navy units that roll off southwards, interestingly T3 Aoen and Seraphim boats have much less problems getting out of the entangling factories as uef and cybran do when rolling out northwards...

Statistics: Posted by Evildrew — 02 Apr 2019, 14:00


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2019-04-02T12:51:19+02:00 2019-04-02T12:51:19+02:00 /viewtopic.php?t=17378&p=173174#p173174 <![CDATA[Re: Navy factory]]>
For some factions this sometimes isn’t the case, while it is particularly bad for Cybran frigates for some reason. If you try it in a sandbox it is its clearly visible and reproducible most of the time.
When I tested it with UEF factories however the issue wasn’t really present, or at least not to the same extent as with Cybran. Also, it might be related to where the factory is facing.

Actually, now that I am testing it more thoroughly, it seems like battleships are also affected pretty severely sometimes. They don’t smash their head into the naval factory, but they sometimes just randomly make 360 degree turns instead of rolling out. It only happens sometimes, and it also depends on how many engies are assisting the fac. Overall it seems to happen randomly.

Statistics: Posted by ____ — 02 Apr 2019, 12:51


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2019-04-02T12:45:49+02:00 2019-04-02T12:45:49+02:00 /viewtopic.php?t=17378&p=173173#p173173 <![CDATA[Re: Navy factory]]>
Uveso wrote:
Just an Idea:

We could change this function to get the blueprint skirt size from the unit in case its a ship or naval factory:
https://github.com/FAForever/fa/blob/3b73337e27608d094fba5ed20c772833c9e21d1f/lua/defaultunits.lua#L757

Then we overload the function RollOffUnit with (ShipSize)
https://github.com/FAForever/fa/blob/3b73337e27608d094fba5ed20c772833c9e21d1f/lua/defaultunits.lua#L813

After this we can call the CalculateRollOffPoint also with (ShipSize)
https://github.com/FAForever/fa/blob/3b73337e27608d094fba5ed20c772833c9e21d1f/lua/defaultunits.lua#L818

If we do so, we can calculate a propper Unit RollOffPoint dependent on the ship size, no matter what techlevel it has.


Sounds good, you have 24 hours -_-

Actually I dont know what skirt size does, I experimented with it in the factory blueprint but didnt notice any change. I hope your idea works, I am doubtful we can make the way point be different for different tech level units to use my T3 boat solution. But never says never, always good to have a plan B.

Statistics: Posted by Evildrew — 02 Apr 2019, 12:45


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2019-04-02T12:18:51+02:00 2019-04-02T12:18:51+02:00 /viewtopic.php?t=17378&p=173172#p173172 <![CDATA[Re: Navy factory]]>
We could change this function to get the blueprint skirt size from the unit in case its a ship or naval factory:
https://github.com/FAForever/fa/blob/3b73337e27608d094fba5ed20c772833c9e21d1f/lua/defaultunits.lua#L757

Then we overload the function RollOffUnit with (ShipSize)
https://github.com/FAForever/fa/blob/3b73337e27608d094fba5ed20c772833c9e21d1f/lua/defaultunits.lua#L813

After this we can call the CalculateRollOffPoint also with (ShipSize)
https://github.com/FAForever/fa/blob/3b73337e27608d094fba5ed20c772833c9e21d1f/lua/defaultunits.lua#L818

If we do so, we can calculate a propper Unit RollOffPoint dependent on the ship size, no matter what techlevel it has.

Statistics: Posted by Uveso — 02 Apr 2019, 12:18


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2019-04-02T11:40:51+02:00 2019-04-02T11:40:51+02:00 /viewtopic.php?t=17378&p=173170#p173170 <![CDATA[Re: Navy factory]]>
UEF T3:
RollOffPoints = {
{
UnitSpin = 180,
X = -8,
Y = 0,
Z = -6,
},
{
UnitSpin = 0,
X = -8,
Y = 0,
Z = 6,

Cybran T3:
RollOffPoints = {
{
UnitSpin = 180,
X = -8,
Y = 0,
Z = -4,
},
{
UnitSpin = 0,
X = -8,
Y = 0,
Z = 4,

Seraphim T3:
RollOffPoints = {
{
UnitSpin = 180,
X = 8,
Y = 0,
Z = -4,
},
{
UnitSpin = 0,
X = 8,
Y = 0,
Z = 4,

Aoen T3:
RollOffPoints = {
{
UnitSpin = 180,
X = -8,
Y = 0,
Z = -5,
},
{
UnitSpin = 0,
X = -8,
Y = 0,
Z = 5,

Statistics: Posted by Evildrew — 02 Apr 2019, 11:40


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2019-04-02T11:14:33+02:00 2019-04-02T11:14:33+02:00 /viewtopic.php?t=17378&p=173169#p173169 <![CDATA[Re: Navy factory]]> Statistics: Posted by Evildrew — 02 Apr 2019, 11:14


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2019-04-02T11:08:34+02:00 2019-04-02T11:08:34+02:00 /viewtopic.php?t=17378&p=173168#p173168 <![CDATA[Re: Navy factory]]> Statistics: Posted by speed2 — 02 Apr 2019, 11:08


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2019-04-02T09:28:19+02:00 2019-04-02T09:28:19+02:00 /viewtopic.php?t=17378&p=173167#p173167 <![CDATA[Re: Navy factory]]> https://github.com/FAForever/fa/blob/3b73337e27608d094fba5ed20c772833c9e21d1f/units/URB0103/URB0103_unit.bp#L204

If you change "x = -2" to "x = -3" in both arrays then you will get this:

RollOffPointFixed.png

Statistics: Posted by Uveso — 02 Apr 2019, 09:28


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2019-04-02T07:55:51+02:00 2019-04-02T07:55:51+02:00 /viewtopic.php?t=17378&p=173165#p173165 <![CDATA[Re: Navy factory]]> Statistics: Posted by Evildrew — 02 Apr 2019, 07:55


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