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IDProjectCategoryLast Update
0001406AI War 1 / ClassicBug - OtherDec 22, 2010 3:11 pm
ReporterOzymandiaz Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.033 
Fixed in Version4.054 
Summary0001406: Grav Turret Not Effective
DescriptionI noticed that the effects of the grav turret only take hold on the enemy ships some time after they entered the AOE. In one case the neinzul small fast craft was over half way passed the AOE effect before it took hold and slowed them down.
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HitmanN

Nov 16, 2010 12:57 pm

reporter   ~0003727

I've noticed this often too. Usually I have several grav turrets in a row though, so it's been a minor problem overall, but it's definitely noticeable with fast ships. I'm guessing the AOE effect is only checked at certain intervals, in which case the rate should be increased, a lot.

Draco18s

Nov 16, 2010 2:36 pm

developer   ~0003731

Its because the turret has a processing delay. If you pause the game they'll get their update and slow the neinzul ships "sooner."

Ozymandiaz

Nov 16, 2010 2:38 pm

reporter   ~0003732

but I can not keep my eyes on them all the time and pause for every ship ;P;P (but I get the reason now)

keith.lamothe

Nov 16, 2010 2:50 pm

administrator   ~0003735

Pausing really does not impact the simulation, it simply stops it. The AI thread can issue some more commands but they don't get executed any sooner than the player commands issued during pause.

Grav turrets cannot affect a unit that is outside their range, so a unit that is moving 300 or 600 range units per frame (which is not unusual for a neinzul youngling ship on Normal or Blitz combat style) can go from outside the 5000 range of the grav turret to 4400 away from it before even being eligible for being affected.

Also, the gravitations are only checked in MovePlayerUnit (which is called every single sim frame) when its "RecalculateFull" parameter is true, which is generally only every 3rd "turn", which varies in length based on performance profile but would be roughly every 12 cycles or 0.6 seconds on High.

So in theory a 300-speed ship could have moved 3600 range units into a gravitation's circle before it's even checked.

If Chris is ok with it we could change it to execute every turn, so at most 4 unchecked cycles or 1200 range units before checking. But even that (and certainly checking every frame) would be a significant increaase to cpu load because MovePlayerUnit is called so incredibly much. Even changing an if(bool) to a if(int == 3) or so on is a significant thing in there.

Draco18s

Nov 16, 2010 3:20 pm

developer   ~0003739

3600 units into a 5000 unit range is 36% of the turret's maximum range (unit traveling directly towards the turret). Frequently though, units don't travel the full 10,000 unit distance.

Doing a little math....

The chord of a circle 69% out from the radius is only twice the length of that 3600 units (eg, the neinzul ship skips 50% of the effect that the gravity turret would be expected to have).

A chord at 93% of the radius (or farther) has no effect (eg. a grav turrets maximum effective range against neinzul ships is 4664 units).

A chord that is 50% of the radius out would effect a neinzul ship for only 58% of its travel distance (it skips 3600 units of a 8660 unit trip).

At the increased effect (executing every turn)...

99% Effective radius (neinzul beyond 4963 is uneffected)
97% Half Effect (neinzul beyond 4853 units is effected for half its travel distance)
50% radius has a 86% distance at clamped speed (unit skips 1200 units of a 8660 unit trip).

Winter Born

Nov 17, 2010 12:19 am

reporter   ~0003784

Maybe include 2 radii the current AOE radius and an inner dotted radius for x% like 66% effective vrs fast movers. Players could use the inner radius as a placement guide when facing fast movers

consider a buff of the AOE as well

Ozymandiaz

Nov 17, 2010 4:56 am

reporter   ~0003796

I am good with whatever makes the turrets effective ;)

I like the recent changes as well wiht only applies to enemy ships :)

Chris_McElligottPark

Dec 22, 2010 3:11 pm

administrator   ~0006750

* The effects of gravity drills, gravitational turrets, etc, are now calculated approximately 3x more frequently, and thus increase CPU load a bit but at the same time make the gravity turrets in particular more effective.

Issue History

Date Modified Username Field Change
Nov 16, 2010 11:46 am Ozymandiaz New Issue
Nov 16, 2010 12:57 pm HitmanN Note Added: 0003727
Nov 16, 2010 2:36 pm Draco18s Note Added: 0003731
Nov 16, 2010 2:38 pm Ozymandiaz Note Added: 0003732
Nov 16, 2010 2:50 pm keith.lamothe Note Added: 0003735
Nov 16, 2010 3:20 pm Draco18s Note Added: 0003739
Nov 17, 2010 12:19 am Winter Born Note Added: 0003784
Nov 17, 2010 4:56 am Ozymandiaz Note Added: 0003796
Dec 22, 2010 3:11 pm Chris_McElligottPark Note Added: 0006750
Dec 22, 2010 3:11 pm Chris_McElligottPark Status new => resolved
Dec 22, 2010 3:11 pm Chris_McElligottPark Fixed in Version => 4.054
Dec 22, 2010 3:11 pm Chris_McElligottPark Resolution open => fixed
Dec 22, 2010 3:11 pm Chris_McElligottPark Assigned To => Chris_McElligottPark