Re: Fast lasers
Posted: 2013-09-13 22:26
Im interested in this.Celestial1 wrote:Is it possible to trigger the destruction of the laze object when the operator leaves the GLTDs (as in, right clicks)?
Im interested in this.Celestial1 wrote:Is it possible to trigger the destruction of the laze object when the operator leaves the GLTDs (as in, right clicks)?
The problem is that you cant set the lock time for an armed missile. If you set ObjectTemplate.seek.reLockTime in the missile code to 0, you can shoot w/o lock and the missile will search its on target. So reLockTime needs to be higher than the initial weapon controlled lock time.[R-DEV]Rhino wrote:Ye the relock time of an "armed" weapon that's already flying should be made to 0, at least for most Air to Ground weapons but that code might be the lock time for when your trying to lock onto a target, before launch.
Not sure if possible (i would say no), but even if it wouldnt be worth anything as you could just stare at a wall with gltd out while the cas strikes.Is it possible to trigger the destruction of the laze object when the operator leaves the GLTDs (as in, right clicks)?
I'm not sure about setting re-lock to 0. Won't it allow drooping bombs from very high altitude, outside AA range like in older versions?[R-DEV]Rhino wrote: Ye the relock time of an "armed" weapon that's already flying should be made to 0, at least for most Air to Ground weapons but that code might be the lock time for when your trying to lock onto a target, before launch.
Ah yes your right there, forgot about that oneMats391 wrote:The problem is that you cant set the lock time for an armed missile. If you set ObjectTemplate.seek.reLockTime in the missile code to 0, you can shoot w/o lock and the missile will search its on target. So reLockTime needs to be higher than the initial weapon controlled lock time.
So all in all, nothing on the lock system can be changed with out it becoming weird.![]()
Ye, as well as firing missiles out of range too just "towards" the target and them picking it up on their own.[R-DEV]Moszeusz6Pl wrote:I'm not sure about setting re-lock to 0. Won't it allow drooping bombs from very high altitude, outside AA range like in older versions?
On it's own, yeah. But combining it with a few things might allow for faking the need to keep pointing on target to laze.Mats391 wrote:even if it wouldnt be worth anything as you could just stare at a wall with gltd out while the cas strikes.
Sounds like a good idea, but i would rather decrease the lock time to something like 0.5seconds as otherwise you would have to wait 2 seconds for next lock when the laser gets refreshed. Also the projectile can travel at 1500m/s (max speed for objects) so maximum travel time on normal maps (view distance <1000m) is 0.666s.[R-DEV]Rhino wrote: So to put this into a basic context, we could set the lase up with a time to live of something like 5 seconds, a time for the jet to lock the target of something like 2 or 3 seconds, and have the SOFLAM fire in automatic mode with a rate of fire of around 15 rounds per min (1 round every 4 second), and with a round travel time of less than a second to reach the target (the smaller the better)
What if you miss with the first laze? This would stop you from correcting it, wouldnt it?Mats391 wrote:At last i would add a laser guided compound to the lase-projectile so the refreshing one will land at same spot as the one before.
small lock cone + lock on time. When tweak correctly it will be easy to correct it.lucky.BOY wrote:What if you miss with the first laze? This would stop you from correcting it, wouldnt it?
As for lock on time, would have to see what works, don't want it too short but ye, don't want to have to wait if you time it wrong which is quite likley.Mats391 wrote:Sounds like a good idea, but i would rather decrease the lock time to something like 0.5seconds as otherwise you would have to wait 2 seconds for next lock when the laser gets refreshed. Also the projectile can travel at 1500m/s (max speed for objects) so maximum travel time on normal maps (view distance <1000m) is 0.666s.
I think this will work very well as like lucky said, if you miss with the first one then you will have to wait some time to correct and the nice thing about updating lase targets is that you can change the location.Mats391 wrote:At last i would add a laser guided compound to the lase-projectile so the refreshing one will land at same spot as the one before.
Is this just with the laser targeted lases or in general? Is it any better or worse than the current system?Mats391 wrote:3. Sticky projectiles (no matter the speed or physics type) and rotational bundle dont mix well. This most visible on tank turrets. On those the lase can still stick to air very far from the target
Ye that's something we are going to have to test with multiple players.Mats391 wrote:Couldnt test if the low lase lifetime works, bots dont like to use them![]()
Fast projectiles in general + sticky comp + moving target = bad physics. It gets better the slower the projectile is but even with 250m/s (current lase speed) it still happens. It is however better than current, especially when it comes to stationary targets.[R-DEV]Rhino wrote: Is this just with the laser targeted lases or in general? Is it any better or worse than the current system?
Really this is the thing I would like to see fixed the most here. Dose toning down the speed with the new physics system help with this at all?
ye, well if worst comes to worst we could just slightly improve our current system by changing the physics typeMats391 wrote:Fast projectiles in general + sticky comp + moving target = bad physics. It gets better the slower the projectile is but even with 250m/s (current lase speed) it still happens. It is however better than current, especially when it comes to stationary targets.
Ye this is pretty much what db originally looked at afaik, with trying to attach a laser target to the explosion effect of the soflam projectile, although don't think he tried doing it to the decal but it all comes down the same basic problem of networkablesMats391 wrote:The best thing would be to get lases that dont rely on sticky comp. The only thing i can think of that stays with a moving target are the bullet holes, but so far i didnt manage to add a laser target to it.
Tried all of that already and none work[R-DEV]Rhino wrote:Ye this is pretty much what db originally looked at afaik, with trying to attach a laser target to the explosion effect of the soflam projectile, although don't think he tried doing it to the decal but it all comes down the same basic problem of networkables
It may be possible to try and add an object spawner, which then spawns a laser target to an effect but I doubt that's possible either.
I didnt really continue to work on it as K4on said it was already known to you, but just using RotationalPoint instead of Point as physics type seems to be a huge improvement.[R-DEV]Rhino wrote:Hey Mats have you made any more progress on this? Even if we just get our lasers sticking on targets better that would be a massive improvement alone![]()

Yep, thats all i did and in my tests it always sticks better or same place as current physics type. I couldnt find any errors and it works the same on local and dedicated.[R-DEV]Rhino wrote: So all I need to change is the projectile's ObjectTemplate.physicsType from Point to RotationalPoint from the current v1.0.36.0 code and this will drastically improve how well the projectile sticks on the target as well as work on dedicated etc without any errors etc? If so will commit that now to the next build
Cheers!