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Still imperfect “Straight high-speed ballistic shot”
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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Fri Feb 13, 2015 11:17 am    Post subject:  Still imperfect “Straight high-speed ballistic shot” Reply with quote  Mark this post and the followings unread

Just the default type projectile(ROT=0,Arcing=no,Vertical=no,Inviso=no) with Gravity=0

Better than ROT=1/-1 missile.
But still has some issues, mostly about Elevations and gravity.

1.When fired down from a higher land, it will travel horizontally.
Can be solved by setting SubjectToElevation=no.

2.When fired at a building at the lower land, it will aim for the top of the building instead of the floor, thus miss.

A workaround is setting all buildings' Height to 0 and edit the pips.shp to make healthbars shown on a proper height. (Of course, air units can fly through buildings now.)

3.When gravity=0, Hoverunits looks well except a bit too close to ground. However, when you move them from a higher land to the lower, they will float in the air and take a long time to land.

Just stop using the hover locomotor. You can use VXL or SHP animation to make those hoverbobs.

4.Vertical projectile won't fall because of zero gravity. Try using Airburst to emulate it (ARES or NPEXT).

5.The major issue: Arcing.
With Gravity=0, all normal arcing projectiles will fly backward.
No solution now.At least, you can still use spawn missile to emulate artilley.
...
Is it worth it?   Confused



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Classic Tank Battle
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Issue 2 Aim for the roof
Can be solved by setting all building's height to 0.
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is3.gif
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Issue 3 "Hover" unit
Perhaps we can make some use of this ?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 13, 2015 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Gravity=0 will surely also cause trouble, when you want to use
-art.ini debris for nice graphic effects
-high arcing Lobber=yes weapons
-crashing/falling aircraft maybe as well (balloonhover kirov is already now falling very slow)
-magnetron lift. maybe the lifted unit is now even staying in midair.
-parachuted units and bombs could be troublesome too

I think the issues are too extensive and unpredictable when using Gravity=0.

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RehteA
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Joined: 16 Oct 2013

PostPosted: Fri Feb 13, 2015 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Debris seem work as normal.
Aircrafts and balloonhover crash normally.
parachute works well.
even magnetron one....

And I remember that the spark particals are actually affected, but this can be workarounded easily.

Actually gravity only affect a few things.

For High Arc, as I said, can be emulated with spawn missile, even better. There are many bugs on arcing projectile in RA2 because of the cell size.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Feb 13, 2015 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I might be wrong but afaik spawned missile does not support turrets.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Feb 13, 2015 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

If there is conyard or other big building in between 2 tank duals, do the projectiles still pass through the
building or over it? Or hits the building damaging own structures?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Feb 13, 2015 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Changing the Gravity globally is bad idea, thats why I requested to allow customize it for weapon basis for ARES awhile back...

Whos projectile artwork is that?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Feb 13, 2015 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I fail to see what the fuss is about? The ballistic trajectory of normal projectiles is reasonably realistic, unless you want to make a space mod with no gravity or air resistance.

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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Fri Feb 13, 2015 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
thats why I requested to allow customize it for weapon basis for ARES awhile back...


Agreed.
And RA2's Arcing projectile also needs some fix.

ApolloTD wrote:
Whos projectile artwork is that?


It was edited from patriot.shp.
(They are quite different now...)



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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Feb 13, 2015 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the arcing projectile problem is slow speed fly too...
Only gravity can actually make it go like snap and hit from usual tanks instead of always the slow arc like damn artillery.

Given arcing shell speed is so slow (speed=100 etc won't help), it can even be avoided entirely by moving units.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Fri Feb 13, 2015 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

God, that hovercraft looks creepy, it ztyping stops, 'sort of floats' and changes color.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Feb 13, 2015 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

What does Level=yes do when subjectoXXX ?

I should try it but I expect someone has...

Another thought though, the game code must be using some kind of arcing calculation because it's based on distance, what about reducing the coefficient to a very small fraction? That would be much more lifelike as the arc is still distance related, but flatter than now...

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri Feb 13, 2015 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

This somehow seems like it would be the perfect fix for making "DTA" Style Mod in YR. (As in Height=0 Maps)

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Feb 14, 2015 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Possible the hover normalizing can be fixed with JumpjetCrash= ?

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Feb 14, 2015 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'm going to keep that shot graphic in stock for the day Ares fixes trajectories. *Yoink!*

@G-E: if you mean Level=yes on projectiles, it does make the projectile travel straight, but using that tag also makes the projectile WaterBound, as they rolled the "am I a torpedo?" logic into the same tag. Which means, as soon as it hits a land cell, it will detonate. Right as it exits the barrel, too.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Feb 15, 2015 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Or ask someone to find the arcing coefficient, and hack the exe... Smile

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Feb 15, 2015 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I think that has been requested for Ares for some time now, but since we haven't seen it in any release yet, the code must be complicated (or prone to bugs/breaking other stuff), even though it seems like a simple feature.

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