Forged Alliance Forever Forged Alliance Forever Forums 2014-07-27T11:07:46+02:00 /feed.php?f=45&t=8221 2014-07-27T11:07:46+02:00 2014-07-27T11:07:46+02:00 /viewtopic.php?t=8221&p=77688#p77688 <![CDATA[Re: Aeon naval units muzzle effects delay]]>
http://forums.gaspowered.com/viewtopic.php?t=41121

Statistics: Posted by Krapougnak — 27 Jul 2014, 11:07


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2014-07-26T16:52:15+02:00 2014-07-26T16:52:15+02:00 /viewtopic.php?t=8221&p=77653#p77653 <![CDATA[Re: Aeon naval units muzzle effects delay]]>
IceDreamer wrote:
I think you misunderstand me; I don't want to change the hitbox constantly through the code, I want a way of changing it ingame via the UI. That way I can see exactly what change needs to be made to each box, rather than having to make a change, boot, check it, adjust the change, reboot, check etc. That takes forever.


Press the following to see the unit hit-boxes: SHIFT-CTRL-ALT-C (Cheats enabled)

Statistics: Posted by Resin_Smoker — 26 Jul 2014, 16:52


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2014-07-26T13:37:00+02:00 2014-07-26T13:37:00+02:00 /viewtopic.php?t=8221&p=77646#p77646 <![CDATA[Re: Aeon naval units muzzle effects delay]]>
Resin_Smoker wrote:
IceDreamer wrote:
Krapougnak wrote: I was going to attempt to reduce the issue further (It's a huge problem with GC vs SCUs) but I have been thwarted by the fact that there appears to be no way to adjust hitbox size/position on-the-fly from ingame.


You can adjust size/position on-the-fly....but it wouldn't be fast enough to compensate for the hit-box offset or what i call "hit-box drag".
This is part of why all aircraft have such HUGE hit-boxes relative to their mesh size. The speeding aircraft can often leave their hit-boxes trailing behind them and thus the hit box is simplified (sphere shaped) and overly large to compensate for the drag effects.

P.S. This is something that Domino and I have been aware of for 3-4 years now.

Resin


I think you misunderstand me; I don't want to change the hitbox constantly through the code, I want a way of changing it ingame via the UI. That way I can see exactly what change needs to be made to each box, rather than having to make a change, boot, check it, adjust the change, reboot, check etc. That takes forever.

Statistics: Posted by IceDreamer — 26 Jul 2014, 13:37


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2014-07-26T00:29:14+02:00 2014-07-26T00:29:14+02:00 /viewtopic.php?t=8221&p=77632#p77632 <![CDATA[Re: Aeon naval units muzzle effects delay]]> Statistics: Posted by zeroAPM — 26 Jul 2014, 00:29


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2014-07-25T23:44:18+02:00 2014-07-25T23:44:18+02:00 /viewtopic.php?t=8221&p=77631#p77631 <![CDATA[Re: Aeon naval units muzzle effects delay]]> Statistics: Posted by Resin_Smoker — 25 Jul 2014, 23:44


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2014-07-25T23:45:01+02:00 2014-07-25T23:39:24+02:00 /viewtopic.php?t=8221&p=77630#p77630 <![CDATA[Re: Aeon naval units muzzle effects delay]]>
IceDreamer wrote:
Krapougnak wrote: I was going to attempt to reduce the issue further (It's a huge problem with GC vs SCUs) but I have been thwarted by the fact that there appears to be no way to adjust hitbox size/position on-the-fly from ingame.


You can adjust size/position on-the-fly....but it wouldn't be fast enough to compensate for the hit-box offset or what i call "hit-box drag".
This is part of why all aircraft have such HUGE hit-boxes relative to their mesh size. The speeding aircraft can often leave their hit-boxes trailing behind them and thus the hit box is simplified (sphere shaped) and overly large to compensate for the drag effects.

P.S. This is something that Domino and I have been aware of for 3-4 years now.

Resin

Statistics: Posted by Resin_Smoker — 25 Jul 2014, 23:39


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2014-07-25T21:15:40+02:00 2014-07-25T21:15:40+02:00 /viewtopic.php?t=8221&p=77623#p77623 <![CDATA[Re: Aeon naval units muzzle effects delay]]>
Krapougnak wrote:
Yep it was the "beam weapons mod" by ???, some of it was integrated in a FAF patch if I remember correctly.


Yeah, it was me, and it affected how well the weapons retargeted so that the sweep was smoother. It was a workaround to slightly reduce the problem. The Cybran laser was only fixed because it is now not a laser, but a homing projectile, and even now it can STILL miss the target.

The problem is that laser weapons aim at where the bone will be in one tick's time, and the hitboxes only update every couple of ticks. Domino pointed this out. AFAIK there is no way to fix the fundamental problem. I was going to attempt to reduce the issue further (It's a huge problem with GC vs SCUs) but I have been thwarted by the fact that there appears to be no way to adjust hitbox size/position on-the-fly from ingame.

Statistics: Posted by IceDreamer — 25 Jul 2014, 21:15


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2014-07-25T16:57:51+02:00 2014-07-25T16:57:51+02:00 /viewtopic.php?t=8221&p=77613#p77613 <![CDATA[Re: Aeon naval units muzzle effects delay]]> viewtopic.php?f=45&t=5441&hilit=beam+novax

Statistics: Posted by zeroAPM — 25 Jul 2014, 16:57


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2014-07-25T15:48:50+02:00 2014-07-25T15:48:50+02:00 /viewtopic.php?t=8221&p=77604#p77604 <![CDATA[Re: Aeon naval units muzzle effects delay]]>
Ze_PilOt wrote:
I don't know what fix you are talking about but the turret is still broken for seraphim.


If specifics can be provided i can look at this to see if a fix is possible.

Pics, video, descriptions ect.

Statistics: Posted by Resin_Smoker — 25 Jul 2014, 15:48


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2014-07-25T10:59:55+02:00 2014-07-25T10:59:55+02:00 /viewtopic.php?t=8221&p=77589#p77589 <![CDATA[Re: Aeon naval units muzzle effects delay]]> Statistics: Posted by Ze_PilOt — 25 Jul 2014, 10:59


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2014-07-25T10:55:25+02:00 2014-07-25T10:55:25+02:00 /viewtopic.php?t=8221&p=77588#p77588 <![CDATA[Re: Aeon naval units muzzle effects delay]]> Statistics: Posted by zeroAPM — 25 Jul 2014, 10:55


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2014-07-25T09:08:05+02:00 2014-07-25T09:08:05+02:00 /viewtopic.php?t=8221&p=77584#p77584 <![CDATA[Re: Aeon naval units muzzle effects delay]]> Statistics: Posted by Krapougnak — 25 Jul 2014, 09:08


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2014-07-25T08:33:30+02:00 2014-07-25T08:33:30+02:00 /viewtopic.php?t=8221&p=77581#p77581 <![CDATA[Re: Aeon naval units muzzle effects delay]]> Statistics: Posted by zeroAPM — 25 Jul 2014, 08:33


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2014-07-25T02:44:45+02:00 2014-07-25T02:44:45+02:00 /viewtopic.php?t=8221&p=77576#p77576 <![CDATA[Re: Aeon naval units muzzle effects delay]]>
zeroAPM wrote:
But then why does the Sera PD work ok then?


It doesn't. The laser frequently misses strafing targets, as do all laser weapons.

Statistics: Posted by IceDreamer — 25 Jul 2014, 02:44


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2014-07-25T00:43:27+02:00 2014-07-25T00:43:27+02:00 /viewtopic.php?t=8221&p=77574#p77574 <![CDATA[Re: Aeon naval units muzzle effects delay]]>
zeroAPM wrote:
Thought it was a case of "one or two beams fall slightly behind the target when it's moving" didn't know it was such a trainwreck.

But then why does the Sera PD work ok then? Is because the lasers are slightly off-center?


The FX can often lag behind either the firing or target unit, unless the beams are 'locked' to a set of bones.

Statistics: Posted by Resin_Smoker — 25 Jul 2014, 00:43


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