Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +4.5 Days

Search

Anniversaries

22th - Tellaris
17th - Oskar von Reuenthal

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Need feedback on missile tracking in beta
Goto page ( 1 | 2 Next Page )
 Author Need feedback on missile tracking in beta
Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-07-14 07:20   
I've tweaked the missile tracking in beta. They scissor about a bit now, unfortunately there's not much I can do about this, however, on the upset they're not a lot more accurate.

Feedback required.
_________________


Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2012-07-14 16:02   
okay, i picked ganglia. the missles have problems all hitting targets who stand still, havent seen movin targets yet...

some runs with shroud missles:

at 1400 and over gu missles bob in a parabolic movement.i had shots dont deal any damage at all, i think because of the parabolic movement, the missles use up their fuel before they can reach their max range...

Below 1400 gu the dmg problem is less, but still present

from 1000 gu they still are all over the place, bobbing in a 75 gu or so amplitude, and even targets that stand still dont get a full hit, 1 or 2 missles miss. the missles have a tendancy to hit the side or rear, so if u fire from frontal position the missles seem to arch to a side armor be4 hit.

then a movin target jumps in:)

below 400 gu:

cruiser: all hit
frigate: hit, kill

200 gu distance, while facing 90 degrees from cruiser (front of me to back of him is 0 degrees, i turned 90 degrees left) : i hit!!

i shoot a cruiser from 400 gu, the cruiser got killed by another ai, the missles steer perfectly to the ai supply near the cruiser and kills it, nice

when firing at moving targets the missles fly in a neat path, no bobbing or...scissoring

missles better vs moving targets, but less vs targets standing still

I tried Psi and they perform the same, bobbing on non-moving targets, nice lines at moving targets, 90 degree angle at 300 gu distance was direct hit on enemy cruiser

ill test ugto faction and see if they work the same.

[ This Message was edited by: Dogpiler on 2012-07-14 16:30 ]
_________________
"I shouldn't be alive"

Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2012-07-14 16:44   
ugto missle cruiser, it missles

IT missles follow vertical parabolic movement (where the luth missles are horizontal parabolic), and position themselves about 300 gu above or below vertical axis ( y-axis), on moving and non-moving targets at 1K gu

the missles perform better vs targets standing still then luth ones, cause they all hit.

done testing for now, ugto test was brief, so conclusion might have been drawn a bit quick.


in short i'd say:

better tracking yes
weird movement towards target, depending on missle type used.


so it seems the uncertainty of the position of the missles was incresed so it basically almost always hits (huge field of possible position of missles, if ifield hits target, missles hit target) and the server got its own "creativity" of displaying the uncertainty of the missles with the bobbing...But maybe the uncertainty can be maintained, but the mean of the uncertainty be used to point position of missles in metaverse?
[ This Message was edited by: Dogpiler on 2012-07-14 16:50 ]
_________________
"I shouldn't be alive"

Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-07-14 16:49   
Do the k'luth missiles have falloff now?
_________________


Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2012-07-14 17:26   
Quote:

On 2012-07-14 16:49, Fluttershy wrote:
Do the k'luth missiles have falloff now?




This is feedback on missile tracking, not to ask general questions about missiles.

Missile Dread with standard load-out facing away from Destroyer at 500gu distance, both moving, managed to hit the Destroyer with a full salvo twice. The way the missiles move now looks actually cool (personal opinion).

What targets do we want to be able to hit with missiles, again?
_________________


Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-07-14 17:31   
Just wanted to know so I don't mistake falloff damage for a partial hit
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2012-07-14 17:56   
has point defence improved?

A few months back, my combat dread with all pulse beams could not destroy all the harpexes fired from one ss alpha.

This made me relliant on juking the missiles to throw off their tracking and make them miss. (reactive dodging). It was the only way my cruisers could survive ugto. Kluth not so much, cause i could not even see them comming.

Point is, if missiles are even harder to counter now, this applies more to ugto because they are slowe to come about, then they can affectivly be deployed against even smaller ships.

Given the ammount of damage missiles do, presumably because of high failure rate, and most probable target (stations and dreads), id say their values need serious study.

Good job making missile ships more desirable though
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-07-14 18:04   
Quote:

On 2012-07-14 07:20, Pantheon wrote:
I've tweaked the missile tracking in beta. They scissor about a bit now, unfortunately there's not much I can do about this, however, on the upset they're not a lot more accurate.

Feedback required.


I'll test them sometime tomorrow probably, though I might get some time today.
_________________

http://twitter.com/DarkSpace7

DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-07-15 00:34   
I assume testing missle on ally will give us a better result, since we can distinguish whether the missle actually hit the target or its splash damages the target.
_________________


Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-07-16 06:54   
Did you do something to fighter tracking too? Because my fighters scissor like crazy now(tarsus hoard, launched from Brood).
EDIT: They also won't attack a target 790gu away no matter how long I let them scissor(no, they didn't get PDed).
EDIT2: They don't fire from 1860gu either.
[ This Message was edited by: Persistance on 2012-07-16 07:40 ]

_________________

http://twitter.com/DarkSpace7

Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-07-16 08:33   
I didn't realise the projectile tracking code was used for fighters as well. I have since reverted the 'scissor' effect of the missiles. Unfortunately, this does mean they won't be as good, but their tracking has still been improved.

Will continue looking for ways to make it better.
_________________


Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-07-16 08:59   
Quote:

On 2012-07-16 08:33, Pantheon wrote:
I didn't realise the projectile tracking code was used for fighters as well. I have since reverted the 'scissor' effect of the missiles. Unfortunately, this does mean they won't be as good, but their tracking has still been improved.

Will continue looking for ways to make it better.


Thanks.
_________________

http://twitter.com/DarkSpace7

Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-07-16 09:04   
Also, I can't seem to find any AI anywhere in the beta server. Did something happen to them?
I grabbed a scout and scouted through all the planets, yet no AI.

[ This Message was edited by: Persistance on 2012-07-16 09:06 ]
_________________

http://twitter.com/DarkSpace7

Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-07-16 09:07   
AI spawners have been disabled - probably because beta isn't run on as powerful hardware as Hydra and Ogre.
_________________


Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-07-16 10:20   
Quote:

On 2012-07-16 09:07, Pantheon wrote:
AI spawners have been disabled - probably because beta isn't run on as powerful hardware as Hydra and Ogre.


Ummm...then how are we supposed to beta test? Usually nobody really wants to come to beta(other than rare occasions).
_________________

http://twitter.com/DarkSpace7

Goto page ( 1 | 2 Next Page )
Page created in 0.023823 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR