Posted: Sun Jul 07, 2013 7:29 pm Post subject:
Fen Comes With Questions...
OMFG. I know, right? Me asking questions, but since I've had no luck so far in a couple of things. I'd pose a question to you gents out there in the Land of Bits And Bytes for some assistance.
First question. How do I fix my planes so that they do not perform a stupid aerial ballet before firing their missiles? Sometimes they speed on target, fire and return to their pads. Other times, they fly around in circles like idiots while getting shot down. Am I missing something important or what?
And an example of a weapon, sans warhead. I don't think that causes it.
And secondly, is it possible to fully recreate the Cyborg Reaper rocket weapon in Yuri's Revenge without any real trouble? I suspect it is, but I want to be aware of any possible complications before I set about my task of working on it, only to have everything fail.
So, if you gents could help, that would be awesome. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
2. Reaper logic was hack of airburst and some inaccuracy tag - airburst logic does not work properly in RA2 and doubt workaround would achieve desired effect.
Also I would suggest against debris mainly due to naval element of ra2 / design of maps
SELF_HEAL aircraft are buggy when they crash into ground that may survive with 1 hp Last edited by Allied General on Sun Jul 07, 2013 8:09 pm; edited 2 times in total QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Jul 07, 2013 8:08 pm Post subject:
The Reaper effect itself isn't in RA2/YR, as it was done for the Firestorm code branch only (but I reckon you know that already). Maybe you can recreate something with debris, but I'm not sure (too long since I did some serious RA2 modding). QUICK_EDIT
Posted: Sun Jul 07, 2013 8:11 pm Post subject:
Re: Fen Comes With Questions...
#1. The dancing thing is sort of unfixable. I don't know which things exactly affect this, but aircraft speed is one. My aircraft missile weapons have ROF=30 & OmniFire=yes with projectiles that have ROT=15 & Acceleration=6, for starters and I think I've managed to atleast minimize this issue a bit. Oh, and try to avoid using voxel projectiles, since those have some initial-facing related stuff hardcoded on them that could cause issues.
#2. The core functionality that made Cyborg Reaper's splitting missiles possible is not present in YR, so accurate recreation is unfortunately impossible. _________________ QUICK_EDIT
In addition to what Starkku wrote, try increasing the weapon's range or lowering FlightLevel of the aircraft.
Aircraft's weapon range should always be big enough for the aircraft to reach the target from the air. Otherwise, it might not be able to get close enough to fire, making the aircraft dance around the target while it tries to get inrange. QUICK_EDIT
Are you using Ares? If yes, the self heal problem will most likely be gone in 0.4.
Yeah, I use Ares. Can't not use it since the additions are invaluable.
Quote:
Aircraft's weapon range should always be big enough for the aircraft to reach the target from the air. Otherwise, it might not be able to get close enough to fire, making the aircraft dance around the target while it tries to get inrange.
Perhaps this is more why it occurs since it's not every time. It just seems kinda random. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Somewhat-random related question: Does anyone know offhand how many pixels wide/long a cell is?
Reason why I ask is because, if i understand correctly, weapon range basically converts the number of cells given into a distance in pixels and uses that for the actual in-game rangefinding, so whatever your FlightLevel is, your range needs to be something greater than that FlightLevel divided by the number of pixels a cell is wide. If this information exists somewhere on ModEnc, I couldn't find it.. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jul 09, 2013 6:36 am Post subject:
You're at the right track but wrong measuring. A cell is 256*256 lepton. FlightLevel also uses leptons.
Actually, everything uses leptons, that's why FLH affect a weapon's range. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
This is essentially the source of my confusion. A lepton is a subatomic particle in terms of the real world. I've seen the word lepton used in countless places in the rules code, but I never really got to have a point of reference, so what exactly (or how big) is a "lepton" in RA2? Does it have any comparison to pixels?
Anywho, that does answer my main question. Using that math, an aircraft flying at the standard FlightLevel of 1024 would need, at minimum, a range greater than 4 to be able to fire at all, and probably a range of 5-6 to avoid this fighter break-dance contest phenomenon. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Could your Speed= value be the issue? IIRC, Speed= shouldn't be 20 or over, since that causes pretty much any unit to spaz out; I've had issues in the past with making Boris' MiGs fly at Speed=36 where they do the same "fly-in-circles" thing as you seem to be experiencing. But, strangely unlike your problem, mine was fixed by setting ROT= to a value like 9 or 10.
If it's not that, then maybe try setting FlyBy= to no. Otherwise, I'm out of ideas. QUICK_EDIT
The original reference comes from line 228 of rulesmd.ini, btw:
Code:
;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum
as well as playing around with lepton-based shifting values, of course (e.g. TurretOffset, FLH).
@Hyper: As worm properly deduced, the minimum value is higher. At a range of 4 and a FlightLevel of 1024, the weapon would only be able to fire at the object if it were directly overhead. The necessary minimum range is sqrt((ground distance in leptons)² + FlightLevel²), i.e. if you want the weapon to be able to start firing at a distance of 6 cells, you need an actual range of sqrt(6²+(1024/256)²) = sqrt(52) = 7.21 cells. _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
@Hyper: As worm properly deduced, the minimum value is higher. At a range of 4 and a FlightLevel of 1024, the weapon would only be able to fire at the object if it were directly overhead. The necessary minimum range is sqrt((ground distance in leptons)² + FlightLevel²), i.e. if you want the weapon to be able to start firing at a distance of 6 cells, you need an actual range of sqrt(6²+(1024/256)²) = sqrt(52) = 7.21 cells.
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