Main > Gameplay
Will Firing When Turning Ever be "Fixed"?
HamsterIV:
I think the turn rate of the weapons is intended to give the weapons a feeling of weight. Making the Manticore or Heavy Flack turn as fast as the player's look rotation would make them seem less substantial, even if it would improve the interface.
Machiavelliest:
From what I could tell, the issue is that the angular velocity of the ship incorrectly imparts a longitudinal component to the trajectory of the projectile. Obviously a rotating ship affects the velocity and direction of the projectile, but I think in this case angular velocity is being used instead of the angular-to-longitudinal transformed velocity. I'm pretty sure whoever programmed this will know what I'm talking about. I can draw pictures if you want.
awkm:
We know this is a potential issue and we're looking into it. In general though, angular velocity is VERY hard to predict whether you think you're right or not. It'll take some time for us to examine the code with a magnifying glass but it does sound like something strange might be going on. We know about it, it's on the task list. We've got a lot of stuff to do and we'll be at PAX this weekend so... hopefully the update after PAX will alleviate some of these concerns.
Furthermore, the gatling effects don't translate in world space properly. They're just parented to the gun and that's wrong. We know. However, the actual raycasts are respecting velocity. Although I can't elaborate on it completely, I'll dig it out of my email tomorrow.
Watchmaker:
Also, I would be curious as to whether this effect feels any different now that the *other* gun turning bug has been fixed (it was in 1.1.5, shots didn't go quite where you would have expected when a gun was partially rotated in both axes).
Meriwether:
I'm getting varied results. Aiming when the ship is turning is fine, as the gun continues to rotate to keep you on target - you fire and because the ship is turning the round seems to come out almost sideways.
I expect shots to inherit momentum (10+ years of Tribes means I have a rather good understanding of the physics involved), but you try firing flak from any turning ship!
If you have a frame of reference (the front of a Goldfishes balloon, as the main Goldfish gunner as an example) then you can adjust to compensate. You know the ship is turning, you can manually adjust. If you have no frame of reference, such as a lower gun on a turning Junker when firing broadside, then I wish you the best of luck with your hail-mary shots.
I know communication is key with this, and I know most captains will try to keep it steady. However, with things as they are, ships like the Pyramidion and Goldfish are a little more.. user friendly, as you will be pointing your nose at the target, whereas a Junker will often circle to keep guns to bear, endlessly turning and ruining gunner's aims.
My two cents.
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