Space tug. Used to guide massive starships into stations.
"Is being the captain of your own space tug something you might enjoy? Apply now!...Positions available in sector G12-xvC"
*It is illegal for pirates to disguise themselves as a space tug*
Post
Sun Apr 09, 2017 2:17 pm
#182
Re: Small things that would be nice to have
Would be nice if equipment which is based on a breakthrew/new tech would have fancier effects than the "usual" representative.
Say railguns are a common occurence around the area and their effects look baseline/meh. Not from being the common weapon around but per graphics design.
And then someone develops gauss cannons/plasma cannons/mcguffin throwers with the first few generations having awesome stats (because new tech with untapped potential) and also with especially fancy effects before slowly "degenerating" to normal/meh effect levels.
Purely audiovisual, no mechanical differencrs
Say railguns are a common occurence around the area and their effects look baseline/meh. Not from being the common weapon around but per graphics design.
And then someone develops gauss cannons/plasma cannons/mcguffin throwers with the first few generations having awesome stats (because new tech with untapped potential) and also with especially fancy effects before slowly "degenerating" to normal/meh effect levels.
Purely audiovisual, no mechanical differencrs
Post
Mon May 22, 2017 1:37 am
#183
Re: Small things that would be nice to have
in space flight games theres usually some form of aimpoint with the predicted position of the target.
but its always a point, regardless of target size and form.
what if the aimpoint wasnt a point but an area corresponding to the respective projective area of the target?
(Assuming thats doable cheaply)
so a big, rectangular ship would also have a big, rectangular aimarea.
but its always a point, regardless of target size and form.
what if the aimpoint wasnt a point but an area corresponding to the respective projective area of the target?
(Assuming thats doable cheaply)
so a big, rectangular ship would also have a big, rectangular aimarea.
Post
Mon May 22, 2017 2:02 am
#184
Re: Small things that would be nice to have
Could be useful or at least interesting: Area of possible positions [time to hit] later. For craft with low agility, this is roughly equivalent to the aimpoint. But for high-agility vessels (like fighters), it could be a significantly different shape representing the possible position given convolutions of trajectory. It'll also make it quite clear that you need faster muzzle velocities for hitting faster targets, since they could be anywhere by the time your round would hit.
Post
Mon May 22, 2017 2:06 am
#185
Should be fairly cheap.
Re: Small things that would be nice to have
Rendering the same model twice. Once to screen, once in predicted location to another rendertarget, which you then apply shaders to, and re-render back to the main screen.Cornflakes_91 wrote:in space flight games theres usually some form of aimpoint with the predicted position of the target.
but its always a point, regardless of target size and form.
what if the aimpoint wasnt a point but an area corresponding to the respective projective area of the target?
(Assuming thats doable cheaply)
so a big, rectangular ship would also have a big, rectangular aimarea.
Should be fairly cheap.
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
console.log(`What's all ${this} ${Date.now()}`);
Post
Mon May 22, 2017 3:19 am
#186
at least, not in the same orientation
as i can hit the front or the side areas by just varying my targetting a little bit.
with the other ship just flying tangential to my view
Re: Small things that would be nice to have
except the actual area to hit isnt just the model again :VSilverware wrote: Rendering the same model twice. Once to screen, once in predicted location to another rendertarget, which you then apply shaders to, and re-render back to the main screen.
Should be fairly cheap.
at least, not in the same orientation
as i can hit the front or the side areas by just varying my targetting a little bit.
with the other ship just flying tangential to my view
Post
Mon May 22, 2017 3:38 am
#187
Re: Small things that would be nice to have
I didn't quite get that...Cornflakes_91 wrote:except the actual area to hit isnt just the model again :VSilverware wrote: Rendering the same model twice. Once to screen, once in predicted location to another rendertarget, which you then apply shaders to, and re-render back to the main screen.
Should be fairly cheap.
at least, not in the same orientation
as i can hit the front or the side areas by just varying my targetting a little bit.
with the other ship just flying tangential to my view
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here
Nothing to see here
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Post
Mon May 22, 2017 3:54 am
#188
Re: Small things that would be nice to have
JanB1 wrote: I didn't quite get that...
Post
Mon May 22, 2017 4:43 am
#189
Firing outside of that is unlikely to actually hit.
This is relative to your own movement too. Especially with slow rounds. (Like star wars lasers)
Re: Small things that would be nice to have
No the hit area is the size and shape of the ship in its final location/rotation when your round arrives.Cornflakes_91 wrote:except the actual area to hit isnt just the model again :VSilverware wrote: Rendering the same model twice. Once to screen, once in predicted location to another rendertarget, which you then apply shaders to, and re-render back to the main screen.
Should be fairly cheap.
at least, not in the same orientation
as i can hit the front or the side areas by just varying my targetting a little bit.
with the other ship just flying tangential to my view
Firing outside of that is unlikely to actually hit.
This is relative to your own movement too. Especially with slow rounds. (Like star wars lasers)
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
console.log(`What's all ${this} ${Date.now()}`);
Post
Mon May 22, 2017 5:01 am
#190
a ships dimensions arent 0, and flight time isnt 0.
i dont disagree that it would be good as a first order approximation, but it wouldnt cover all the cases.
Re: Small things that would be nice to have
when my round arrives where?Silverware wrote: No the hit area is the size and shape of the ship in its final location/rotation when your round arrives.
a ships dimensions arent 0, and flight time isnt 0.
its not representative of the actual effective cross section.Silverware wrote:Firing outside of that is unlikely to actually hit.
that a target ship could "overtake" and take to the front side.Silverware wrote:Especially with slow rounds. (Like star wars lasers)
i dont disagree that it would be good as a first order approximation, but it wouldnt cover all the cases.
Post
Mon May 22, 2017 6:19 am
#191
Re: Small things that would be nice to have
Aaah. Got it. You'll be able to hit the target at its front because they might fly into your shot. ^^Cornflakes_91 wrote:JanB1 wrote: I didn't quite get that...
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here
Nothing to see here
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Post
Mon May 22, 2017 1:14 pm
#192
From what I am reading, all of your arguments here are based on a bad estimation of the target's location...
Unless you have some fancy ass-concept you are currently failing to explain?
Re: Small things that would be nice to have
Cornflakes_91 wrote:when my round arrives where?Silverware wrote: No the hit area is the size and shape of the ship in its final location/rotation when your round arrives.
a ships dimensions arent 0, and flight time isnt 0.
its not representative of the actual effective cross section.Silverware wrote:Firing outside of that is unlikely to actually hit.that a target ship could "overtake" and take to the front side.Silverware wrote:Especially with slow rounds. (Like star wars lasers)
i dont disagree that it would be good as a first order approximation, but it wouldnt cover all the cases.
From what I am reading, all of your arguments here are based on a bad estimation of the target's location...
Unless you have some fancy ass-concept you are currently failing to explain?
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
console.log(`What's all ${this} ${Date.now()}`);
Post
Mon May 22, 2017 1:22 pm
#193
all im saying that depending on the bullet speed and target speed and geometry the effective cross section would be larger than just placing a copy of the object as target marker.
because you can hit the front (the area that is in movement direction) area of the target even if you are to the side of the target.
making the projection incomplete.
a complete target area would be a transform that projects all the potentially hittable area onto the sphere of the targettable area.
front, sides, all
Re: Small things that would be nice to have
no, not from the lack of precision.Silverware wrote: From what I am reading, all of your arguments here are based on a bad estimation of the target's location...
Unless you have some fancy ass-concept you are currently failing to explain?
all im saying that depending on the bullet speed and target speed and geometry the effective cross section would be larger than just placing a copy of the object as target marker.
because you can hit the front (the area that is in movement direction) area of the target even if you are to the side of the target.
making the projection incomplete.
a complete target area would be a transform that projects all the potentially hittable area onto the sphere of the targettable area.
front, sides, all
Post
Mon May 22, 2017 2:58 pm
#194
Including volume into the equation. Not something that is easily achieved.
Will depend upon the speed of the shots if that is an issue or not.
Re: Small things that would be nice to have
Oh I see what you are saying now.Cornflakes_91 wrote:no, not from the lack of precision.Silverware wrote: From what I am reading, all of your arguments here are based on a bad estimation of the target's location...
Unless you have some fancy ass-concept you are currently failing to explain?
all im saying that depending on the bullet speed and target speed and geometry the effective cross section would be larger than just placing a copy of the object as target marker.
because you can hit the front (the area that is in movement direction) area of the target even if you are to the side of the target.
making the projection incomplete.
a complete target area would be a transform that projects all the potentially hittable area onto the sphere of the targettable area.
front, sides, all
Including volume into the equation. Not something that is easily achieved.
Will depend upon the speed of the shots if that is an issue or not.
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
console.log(`What's all ${this} ${Date.now()}`);
Post
Mon May 22, 2017 3:47 pm
#195
would provide the "full" set of targettable area, although overdefined.
as an addition we could also mark subsystems on the aimmap and trivialise aiming at subsystems with that.
you dont have to select the turret, you just aim at it on the mapping.
Re: Small things that would be nice to have
well, one could map the lead points for all (very highly LOD'd) vertices and then render their connecting polygons as the total targetting area.Silverware wrote: Including volume into the equation. Not something that is easily achieved.
Will depend upon the speed of the shots if that is an issue or not.
would provide the "full" set of targettable area, although overdefined.
as an addition we could also mark subsystems on the aimmap and trivialise aiming at subsystems with that.
you dont have to select the turret, you just aim at it on the mapping.