#Rockethovers missiles do not have burnblow and thus can have epic overshoot
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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
weapontimer seems more fun in that case
....except for starburst weapon... weapontimer is the time it travels up vertically before moving towards target :/
how about flightTime?
i might have a fiddle with some tweaks and see if i can repro and have a graceful fix
current hover rl flighttime = 10
lmao
@echo cave you could also do this for armsptk
So in scope are:
1: cormh
2: armmh
3: armsptk
... unless if you find more, cause i didnt search for it
Gives me enough to start with
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
flighttimeis lower thanweapontimetheir missiles never complete their vertical trajectory and just fly off the stratosphere burnblowdoes not work for these weapons at all, with ittrueorfalseonceflighttimeis 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:
- Specific geography
- Hover positioning
- Defensive unit radar wobble to be in particular positions
epic!
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
Is hover player targeting air to do that?..
What kind of cheat is that, I want to have some units target space above ground too.
Radar dots wobble in 3D; in this case it was about maximum wobble on the Commander who was standing on the cliff, so it targeted the dot, missed the unit and flew down the hill 🙂
yeah I can easily fix this with a modification of the leash gadget I wrote for torpedo bombers
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
all gadget stuff. should have something within a week or two
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?
Lower flighttime
Read
gadget in the works
basically created another more customizable version of burnblow in a gadget
The gadget and unit implementation has been merged. This kind of behavior can now 100% be a thing of the past
How to use widget? Do you just enable parameters in the unit's weapon def?
Gadget, not widget. It's always enabled. Opt-in behavior by adding the customparams detailed here: https://github.com/beyond-all-reason/Beyond-All-Reason/blob/65181cf192212f3f00b242d8598571d482754b1e/luarules/gadgets/unit_projectile_overrange.lua#L13
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)
context?
was there a terrein differential?
the arbiter was on a large mountain shooting down
what map
a jank one I made but I can replicate it on an offical one real quick
this is actually weapondef.flighttime at work. Not my gadget.
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godang babyd
even greather spread between hit and aim thats on ascendancy v2.2
flightime expiring gives the visual indication that the flames coming out the back cease
my gadet lets the flames continue but forces it to nosedive
ah good to know
set flighttime to a higher value such that it no longer triggers, this is the result
if I read right that setting only affects missiles, there is a similar thing with legion tanks, maybe too offtopic for this thread tough
not quite
overrange works on anything that's technically a projectile but currently its only been added to rocket/missile units for performance reasons and also because it looks really goofy when cannon shots are forced to nosedive
what specific units are being silly on the legion side?
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
https://springrts.com/wiki/Gamedev:WeaponDefs#cylinderTargeting likely deliberate for the heatrays. A ray is a ray and isn't affected by gravity
@indigo geode do you like how railguns fail to hit targets at large terrein differentials?
yeah that makes sense but then the targeting circle should reflect that
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
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...
this is arquebus / legsrail
Is this caused by railguns using the lasercannon weapon type? If it has a cyllinder range to target/attack, but lasercannons have a built-in spherical range because the projectile exists for a certain number of frames, then a large elevation could cause areas where it targets but can't hit.
Is it possible to force the weapon to use the spherical range?
leginc also doesn't hit the gound and has a weird angle also doesn't want to attack at all if aimed further away
leginc has a normal laser in its unit file, so it should be showing a spherical range
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
Can you check if normal laser units have this as well?
sure whats one with a lot of range...
could try armhlt or armanni
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
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.
I don't know what is causing this, my guess is that the heading/pitch calculation gets messed up at extreme elevation differences
incinerator does fire slightly farther then it can hit though
Either that or having the unit at weird tilts confuses it
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
looks like its aim gets wonky sometimes
sol invictus lasers also seem to do this
for the bastion it looks like only the start of the beam is hitting at long range and the rest isn't, maybe a clue?
whats up with the guns twitching like that
For the arms its a known glitch with the acceleration aiming script, but it shouldn't be affecting the heatray
mh I set the unit to hold fire and it started shooting the ground normally with the right beam
it does continuous damage even though its twitching like that
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?