View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0025505 | AI War 2 | Gameplay Idea | Aug 10, 2021 11:56 pm | Aug 11, 2021 4:57 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 3.507 Spare A Moment For Your Orbitals | ||||
Fixed in Version | Beta 3.508 Hotkey Heaven | ||||
Summary | 0025505: Get orbitals moving smoother in various ways. | ||||
Description | I'm going to delay on this, because it doesn't impact the designers, and I want to get us out of beta and having multiplayer working first. So rather than chase this for now, I'll wait and chase this in a few weeks. I was going to do this tomorrow, but then I put on my project manager hat and realized that was stupid. Notes for myself: Make a List, sorted by PKID so it works in MP (at the fleet) Placement is initially at the end of the list, and physical location goes to the angle splitting the last and first item. Then tension grid between all items in the list, they just look at their adjacent neighbots That will lead to the least chaos, and for it to unbundle itself. Means precalculation of the list on the fleet, by radius around the fleet leader. Replace both uses of FillRingOfPointsAtDistance. For the parent-based ones, probably enough have the same radius that I can just skip the precalculation bit and iterate over however many layers of radius are there in ascending order. There's probably only one anyway in the majority of cases. Right now it works, it's just jittery with new arrivals and is not able to un-clump after moving the center of focus around a lot. | ||||
Tags | No tags attached. | ||||
|
* Rather than just warping instantly to the point they "should be at," orbiters now calculate the angle they should be at, store that, and calculate their desired point. They then move towards that point without teleporting there. ** This solves most of the strangeness with the orbiters, and turning off all collision logic for orbiters with other units helps keep them even more in line. * There is a new attempts_to_reach_orbital_point_at_speed="number" in DLC3, and this defaults to 5000. ** This defines how fast an orbiter will try to get into their desired orbit. It must be a number greater than 0, and really anything that is very low is likely to lead to some very strange results. ** When they are trying to board a transport, they will move at 2x this speed. ** The further units are away from their target point, the faster they will go in order to try to catch up to it, as well, which helps them sort themselves out after the flock is disturbed. * This pair of items solves most of the strangeness in the orbital mechanics. |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 10, 2021 11:56 pm | Chris_McElligottPark | New Issue | |
Aug 10, 2021 11:56 pm | Chris_McElligottPark | Status | new => assigned |
Aug 10, 2021 11:56 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Aug 10, 2021 11:56 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => ZeusAlmighty |
Aug 10, 2021 11:56 pm | Chris_McElligottPark | Assigned To | ZeusAlmighty => Chris_McElligottPark |
Aug 11, 2021 4:57 pm | Chris_McElligottPark | Status | assigned => resolved |
Aug 11, 2021 4:57 pm | Chris_McElligottPark | Resolution | open => fixed |
Aug 11, 2021 4:57 pm | Chris_McElligottPark | Fixed in Version | => Beta 3.508 Hotkey Heaven |
Aug 11, 2021 4:57 pm | Chris_McElligottPark | Note Added: 0062675 |