Well, basically I was firing a mortar the other day, at a target that was 4.5 K away from me. Now as you can probably imagine this mortar did not impact, but disappeared before hitting its target. Now I have been told that the projectiles do not work via how long they travel, but for how long they exist (Aka Projectile Health). I was wondering if you could make the projectiles actually reach their full distance (On Infocard) rather than having to thrust/impulse to make them hit their target, therefor not disappearing halfway accross. Maybe you could make something like a counter that counts how much distance away from the person that fired the projectile is. When the counter reaches the max range of the projectile (Infocard), the projectile should die. This would make things a lot easier, and a little less confusing.
The "projectile time-to-live" isn't actually the problem here, as far as I can tell. There are two factors:
- Projectiles do disappear after a certain time.
- Once projectiles are more than a certain distance away from anyone, they disappear, regardless of whether they've exceeded their time-to-live or not.
For example, I tried it with missiles...if I'm cruising along and cut my engines, then fire a missile and continue to drift along with it, I can reliably hit a target as much as 6k away, but this only works as long as I stay within a certain distance of the missile.
On the other hand, if I do the same thing but instead stop after firing the missile, the missile never gets to its target, because (I guess) it disappears as soon as it's no longer close to me.
With missiles and torpedos, it's based on fuel and speed. Fuel is determined as the lifetime of the missile, which, when multiplied by the speed, gives range.
Not sure if it works the same for lasers or not.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
Sadly this doesnt work for most projectiles, and when I'm standing still for example, my mortar only goes about 3.7k. And about the disappearing of missiles: I know that happens, but missiles keep going on after they disappear whereas mortars disappear and then don't even impact...
Missiles and mortars are completely different weapon types in terms of game mechanics. Missiles are solid projectiles by Freelancer's definition, wheras mortars are energy weapons which is identical to a fighter cannon to the game engine.
Energy weapons, unlike projectiles, have a certain distance once reached they'll dissipate. This applies to both the physical impact model and effect. They're also affected by the relative velocities they're fired at, I believe the quoted range for most capital heavy weapons are average ranges.
' Wrote:Energy weapons, unlike projectiles, have a certain distance once reached they'll dissipate. This applies to both the physical impact model and effect. They're also affected by the relative velocities they're fired at, I believe the quoted range for most capital heavy weapons are average ranges.
Well, if they dissipate after a certain distance, then why are the quoted ranges the "Average" ranges? My mortars never go 4.5K, or at least not when I'm standing. The infocards definately don't require you to move while firing your projectile in order to get the range of the projectile according to the infocard.