Aurion wrote:
Also even though Resin_smoker probably knows a lot about this game it's extremely arrogant to think an explanation might go over my head (and telling potential testers that they probably won't understand is not a good way to get them).
Aurion, I didn't intend any disrespect with that statement.
While my knowledge of FA is pretty well rounded, that statement made based on my past experiences. I've seen everything from out right flames to code engineers asking specifics. Breaking things down so both ends of the technical spectrum can understand whats going on can be a frustrating and futile experience at times. IMO, It's not arrogant to be honest and direct, despite the "appearance" of such. I just prefer not to dance around the issue wasting your time and mine in the process.
The reality is that a coder / modder can document things till they are blue in the face but less than 20% of players will read it and of those, maybe 1 in 10 will have any idea what the author is attempting to convey. The problem being that few players have experience in coding and thus there is a huge disconnect between the target audience and the author. At best the author can speak in generalities about what was done and hope that the spirit of the work is loosely understood and thus expect some measure of usable feedback from the player. All too often however this is not the case.
My layman's attempt to answer the original question The games SIM runs at a 10hz rate based on the SIM rate of 10 ticks per second. Keep in mind that the "visual" component of the game runs much faster than this and can often lead to strange behaviors being observed due to SIM-lag and hit-box dragging. When this is applied to shields it's possible to have a projectile impact a shield and still pass though impacting on object inside the shield (Such as with personal shields). Simply put the projectile is moving too fast to 100% of the time register the shield impact before the projectile / unit impact can take place. Hence from the vantage point of the player the projectile will kill the unit but not impact or damage the P-shield. It's for this reason that P-Shields are rarely used in the game and why Air units use over sized hit-boxes to compensate for hit-box drag.
Hit-box drag can be observed in "cheating mode" by using the following key combinations: CTRL-SHIFT-ALT-C, then watch a fast air unit as it flies between two points. You'll see that the hit-box doesn't update fast enough to keep up with the unit. After seeing this and also knowing that the games SIM updates only 10 times a second, next apply projectile impacts. You'll see that often (Slow the game down to see better) the impacts do no match the actual location of the unit. Obviously this creates a few problems for those wanting more of a sense of game realism as it's near impossible to do with such a slow SIM update rate. Oh and if you haven't figured it out already shields have hit-boxes just like units do. In the case of P-Shields the hit-box is normally 10% larger than units original hit-box and both the P-Shields and Units hit-box is active at the same time so long as the shield is "ON". The small increase in size is supposed to allow the projectile to impact the P-Shield first but due to the slow SIM rate and often small hit-boxes on units & P-Shields, projectiles don't register the P-shield impact before the unit impact has already taken place. Further more the angle of the impact can often bypass a shield altogether. Best example of impact angle i can think of is a group of walls surrounding a PD gun. Often depending on the angle of attack, projectiles can bypass the surrounding wall damaging the PD gun. Obviously this was not intended by GPG but is now considered part of the game by some of the more seasoned players.
Overlapping shields sharing damage is a Pandora's box of scripting compromises that can either leave shields too strong or too weak depending on what was tweaked from one patch to the next. This problem is further compounded by he fact that the DamageArea function being bugged and applying damage to units that are safely inside of shields. Now as I understand it from prior conversations with some of the other modders, this is a game engine issue requiring direct modification of the executable file. While direct modification of the game application may prove effective I'd like to see the SIM ticks per second increased to 100hz and thus be able to detect projectile to shield / unit impacts closer to real time. While this may appear like a tall order, you have to keep in mind that the game is 5-7 years old now and that our current gaming hardware is at least 3 generations improved from what GPG originally created FA to run with.
Resin