#Rockethovers missiles do not have burnblow and thus can have epic overshoot

1 messages · Page 1 of 1 (latest)

echo cave
ocean crest
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yes burnblow will help put a hard stop on it, maybe setting weapontimer so the rocket runs out of fuel and fall might be more desired if possible

echo cave
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weapontimer seems more fun in that case

ocean crest
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....except for starburst weapon... weapontimer is the time it travels up vertically before moving towards target :/

echo cave
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how about flightTime?

ocean crest
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flightTime

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yes

echo cave
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i might have a fiddle with some tweaks and see if i can repro and have a graceful fix

ocean crest
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current hover rl flighttime = 10

odd lantern
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lmao

ocean crest
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@echo cave you could also do this for armsptk

echo cave
ocean crest
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... unless if you find more, cause i didnt search for it

echo cave
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Gives me enough to start with

echo cave
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Tl;dr Rockethovers probably don't need changing, or if so only a tiny tweak with flighttime down from 10 to 8

the long

  • When flighttime is lower than weapontime their missiles never complete their vertical trajectory and just fly off the stratosphere
  • burnblow does not work for these weapons at all, with it true or false once flighttime is reached the missiles will run out of fuel and fall to the ground rather than explode in the air as expected
  • Anything less than 8 seconds means the Rockethovers cannot reliably hit in-range targets in extreme geography scenarios e.g. firing up or down substantial cliffs

So slightly tweaking the flighttime value down to reduce fly-past situations is possible but it was very rare to even get rockethovers into the situation above requires:

  1. Specific geography
  2. Hover positioning
  3. Defensive unit radar wobble to be in particular positions
terse gyro
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epic!

echo cave
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armsptk's missiles oddly seem to curve up gently after they pass their target, they can still over-range; but without adding a ballistic trajectory which and with burnblow not functioning we're a bit stuck

wanton robin
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What kind of cheat is that, I want to have some units target space above ground too.

echo cave
cloud siren
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yeah I can easily fix this with a modification of the leash gadget I wrote for torpedo bombers

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I think I can get really good performance by doing some math to predict when the rocket should be at the edge of its range and then start checking every other frame for when it is beyond its max range. Then kill it

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all gadget stuff. should have something within a week or two

wanton robin
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Only for missiles? No more peaks target tech then. However the effect of missiles (those that aren't tracking, obviously) running out of juice and slowly flopping down on ground will be lost to that hard limit, won't it? Unless it's just an extra line to be given or unchecked for selected units?

minor quest
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Lower flighttime

cloud siren
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gadget in the works

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basically created another more customizable version of burnblow in a gadget

cloud siren
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The gadget and unit implementation has been merged. This kind of behavior can now 100% be a thing of the past

terse gyro
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How to use widget? Do you just enable parameters in the unit's weapon def?

cloud siren
faint urchin
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the overrange compensation might be a bit too aggressive on the arbiter (also it can't shoot to the edge of the circle but that probably a seperate issue)

cloud siren
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was there a terrein differential?

faint urchin
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the arbiter was on a large mountain shooting down

faint urchin
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a jank one I made but I can replicate it on an offical one real quick

cloud siren
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\ vcb

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v mmnm

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[]\

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['=][ mn -b = =] +mm n, myinup0lkoijpi/20154kikk

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6827301

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godang babyd

faint urchin
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even greather spread between hit and aim thats on ascendancy v2.2

cloud siren
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my gadet lets the flames continue but forces it to nosedive

faint urchin
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ah good to know

cloud siren
faint urchin
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if I read right that setting only affects missiles, there is a similar thing with legion tanks, maybe too offtopic for this thread tough

cloud siren
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what specific units are being silly on the legion side?

faint urchin
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a lot actually I think all the rail tanks and the ones with the golden beam all have trouble shooting down from hills, either they can't target the ground below them at all or the proj times out before it hits

cloud siren
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@indigo geode do you like how railguns fail to hit targets at large terrein differentials?

faint urchin
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yeah that makes sense but then the targeting circle should reflect that

cloud siren
# cloud siren set flighttime to a higher value such that it no longer triggers, this is the re...

https://github.com/beyond-all-reason/Beyond-All-Reason/pull/4441 there ya go
This fix can be used for any other naughty missile/rocket unit that has the customparam.overrange whatever it's called

GitHub

projectile overrange handles preventing absurdly high ranges now
this addresses a bug report here:
see before and after videos therein
https://discord.com/channels/549281623154229250/12960919780977...

faint urchin
indigo geode
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Is it possible to force the weapon to use the spherical range?

faint urchin
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leginc also doesn't hit the gound and has a weird angle also doesn't want to attack at all if aimed further away

indigo geode
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leginc has a normal laser in its unit file, so it should be showing a spherical range

faint urchin
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it might actually be spherical yes maybe something different? sol invictus(can't check internal name widget crashes) also has this as well as legbastion

indigo geode
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Can you check if normal laser units have this as well?

faint urchin
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sure whats one with a lot of range...

indigo geode
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could try armhlt or armanni

faint urchin
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armhit doesn't even want to attack down the hill at all and armanni has weirdly short range it does show a smaller faint circle but that doesn't match its range either

indigo geode
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When issuing an attack command I see 2 range rings, so the incinerator is acting as it should and only firing in the smaller ring. I think the range gadget that normally displays doesn't do any elevation calculations while the one that shows up when you select units does.

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I don't know what is causing this, my guess is that the heading/pitch calculation gets messed up at extreme elevation differences

faint urchin
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incinerator does fire slightly farther then it can hit though

indigo geode
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Either that or having the unit at weird tilts confuses it

faint urchin
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I noticed it happening on more even ground too against a turret, it was just stuck firing but not doing damage until I moved it a litle closer

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looks like its aim gets wonky sometimes

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sol invictus lasers also seem to do this

indigo geode
faint urchin
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mh I set the unit to hold fire and it started shooting the ground normally with the right beam

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it does continuous damage even though its twitching like that

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it does do the tiniest amount of damage at the end of the beam could this have to do with damage falloff going to 0 at the last bit of the beam?