BlueTemplar
Posts: 887
Joined: 4/29/2010 Status: offline
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quote:
ORIGINAL: swizzlewizzle quote:
ORIGINAL: Erik Rutins quote:
ORIGINAL: BlueTemplar I therefore reiterate my question about point-like ships : - How are the turrets going to deal with range ? Especially on biggest ships, where turret to target hull distance might be much shorter than center-of-ship to center-of-ship ? - Will a turret shoot if it's line of view is blocked ? Is there going to be friendly fire ? On the ship itself and on allied ships ? The weapon will open fire if it is within range and within its arc of a target. It will not fire at ships it cannot reach or cannot rotate to fire at. It will avoid firing if it would hit its own ship or a friendly ship. Note that some seeking weapons, such as missiles, are not really dependent on arc or obstacles as they can fire out of the ship, then change course and pursue the target. As in DW1, there is a chance, depending on course and speed changes and distance of the friendly and enemy ships, that weapons where their shots take time to reach a target may be in range when fired but not actually in range by the time they would reach the point of impact. Erik, that brings up a good question then - since turret logic is very heavy CPU wise, and as you said, turrets will be doing raycast checks for range/arc/avoiding firing if a shot would hit it's own/friendly ship, does this mean that to allow the sim to handle the size we came to expect with DW:U, ships off-screen will have these calculations relaxed, and a more simple logic will be used to progress combat? To be honest, in a 500 vs 500 ship battle, i'm not sure many people would see the difference between ships slightly firing through each-other and not! :) I wouldn't be too worried about that, modern engines can deal with a LOT of ships/turrets/projectiles ! https://www.youtube.com/watch?v=6PKxP30WxYM (Not sure about the collision checks for projectiles though ?)
< Message edited by BlueTemplar -- 1/11/2020 7:47:59 AM >
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