View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001406 | AI War 1 / Classic | Bug - Other | Nov 16, 2010 11:46 am | Dec 22, 2010 3:11 pm | |
Reporter | Ozymandiaz | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.033 | ||||
Fixed in Version | 4.054 | ||||
Summary | 0001406: Grav Turret Not Effective | ||||
Description | I 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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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. |
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Its because the turret has a processing delay. If you pause the game they'll get their update and slow the neinzul ships "sooner." |
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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) |
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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. |
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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). |
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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 |
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I am good with whatever makes the turrets effective ;) I like the recent changes as well wiht only applies to enemy ships :) |
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* 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. |
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 |