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Jak Picholen
L.O.T.I.S. Legacy Rising
0
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Posted - 2013.02.14 20:42:00 -
[1] - Quote
The vehicle issues, specifically here railgun armor-tanks, I have experienced recently seem to get weirder and weirder. I donGÇÖt know what of these is BUG, Unintended Behavior or GÇÿWorkingGÇÖ as GÇÿIntendedGÇÖ.
1)Shooting Myself: I have now twice been killed by apparently GÇÿBlueGÇÖ fire according to the killfeed. In one instance I was tucked behind the corner of a building, lit up my damage control module because my armor tank lost its shields and a bit of armor- though I was still over 6000 armor hitpoints.... Kaboom!... Killfeed says 20GJ BlasterGǪ then my name. As if my pintle gunner killed me- somehow doing 6000 damage in an instant. This happened again while driving.
2)Vehicle Collision Damage: Inconsistent. Sometimes I cream jeeps that come careening at me, no real damage- sometimes I take massive damage- equivalent to a decent forge gun. The inconsistency is seemingly random, though I think angle of attack relative to armor strength zones may account for some.
3)Vehicle Collision Damage: High damage for low speed impacts-slightly more for high speed impacts? I can take ~500 damage hopping a small terrain lip in a tank; I can take over 1000 damage backing into a wall. Somehow a jeep running into my flank at full speed- much more violent an impact- only does slightly more than my own failed parallel parking attempts. This is when the jeep does significant damage at all- sometimes, as mentioned above, it seems negligible.
4)Armor Rep Blows Me Up: OK this is the weirdest- and most hurtful- of all the behaviors I have experienced. I had my armor rep activated, moving away from combat. I took a swarm launcher volley as I turned a corner. My life was at 0-Shields 0-Armor because I was hit during a tic of the repper. The rep was at the beginning of its activity period- so was not ready yet to cool down. I was praying for the next repper tick before someone chucked an AV grenade. When the repper ticked- I popped- I received a -50WP on my screen and killfeed listed me as commiting suicide & teamkilling my gunners. No one had come around the corner though- it seems the repper blew me- or I burned down as it ticked.
5)Railgun Projectile Speed: There is a visible delay in, and ability to track visibly, the progression of railgun shots at long range (across maps). The speed of the projectile means at extreme long ranges you must lead significantly. For any semblance of reality- the railgun projectiles would travel at least 2000m/s at the lowest end- probably much higher in the 4000-5000m/s range. At these velocities I would not be able to track the projectile with the naked eye at long range GÇô and there would be little to no perceptible delay at the relatively short ranges 'extreme long range' means for our maps. We use small sections of maps for our current map-sets- this will be a much bigger issue as our maps expand. (Though you would probably quite easily track the trail of superheated gas behind the projectile as a bright line behind the rod going at mach15GǪ idea for Art Team?) |
usrevenge2
Subdreddit Test Alliance Please Ignore
64
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Posted - 2013.02.15 02:13:00 -
[2] - Quote
4 you could have hit something or burned down
5 is probably due to balancing the game, |
Thranx1231
CowTek
90
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Posted - 2013.02.15 02:18:00 -
[3] - Quote
I can only comment on 2 and 3.
I do appreciate your descriptions and the speed issue regarding the Rail Gun Projectile had always perplexed me as it is easy to watch them fly across the map at Mach 15. Maybe when I was younger! But, seriously, I doubt if anyone could track Mach 15.
Issue 4 with the armor rep may be related to the HAV burning when it is down too far. I have seen posts regarding similar problems in the past.
2: There are seriously 3D-model, mesh and collision detection issues throughout the game. These need to be reported as separate bugs with [Bug] leading your subject header. It is usually best to include the relevant information about the event. Vehicle types, map information if the collision was with the ground or a building. There were three problems with the mesh on Line Harvest Skirmish that I reported for my HAV driver. One of which cost a HAV. Those appear to have been fixed. However, without a report in the Map Feedback Forum it would be impossible for the Devs to find.
Map feedback forum is here:
https://forums.dust514.com/default.aspx?g=forum&c=235
3: Vehicle Collision Damage is simply more of the same I fear. One needs to recall we have a server with, on average, 160ms ping times (they are consistent in my understanding so that may be by design) and at least two clients. If the models intrude too far into each other the result would be catastrophic. Assume that they are moving at some arbitrary speed heading towards a collision. If Client A sends its vehicle position and speed vector with time stamp to the server but does so at a time that just misses the message from Client B the reported values at the server (which is tasked with resolving these things) could well be that the LAV was several meters Inside the HAV. The physics engine would see that as a massive collision, even though it might not be valid in any real world sense, then report to both Client A & B that an explosion has taken place.
How that is solved in normal gaming is the unit of time for a tick is well under 30ms. Hopefully closer to 16ms for 60 Frame Per Second Games*. This eliminates the possibility of 160ms sequence allowing destructive resolution. How it is handled in DUST is just guess work as a PS3 game it is impossible to dissect it with proper tools, not being a PS3 game developer.
* For instance, in Dark Souls on the PC a mod is available that allows users to tweak the 30FPS lock. Which will break the game under many circumstances. That is because the solution space for modeling and collision detection are hard coded to 30FPS and 60FPS will allow significant collisions to occur. |
Herrick Arcos
The Shadow Cavalry Mercenaries
56
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Posted - 2013.02.15 06:18:00 -
[4] - Quote
Thank you for posting such a well formulated discussion. I have had every one of these things happen to me on multiple occasions. As a side note, I am not sure if it is related but I have had my HAV spontaniously erupt in an inferno of ISK'y tears for no apparent reason. Mind you I was sitting at full health (About 9893 Armor) and the HAV erupted, stating that Herrick Arcos Died. No kill, no suicide just, died. I'm curious if this is related.
Again, thank you. These are serious problems that would benefit greatly from some TLC. |
Jak Picholen
L.O.T.I.S. Legacy Rising
0
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Posted - 2013.02.15 15:21:00 -
[5] - Quote
Herrick Arcos wrote:Thank you for posting such a well formulated discussion. I have had every one of these things happen to me on multiple occasions. As a side note, I am not sure if it is related but I have had my HAV spontaniously erupt in an inferno of ISK'y tears for no apparent reason. Mind you I was sitting at full health (About 9893 Armor) and the HAV erupted, stating that Herrick Arcos Died. No kill, no suicide just, died. I'm curious if this is related.
Again, thank you. These are serious problems that would benefit greatly from some TLC.
^^^^ THIS
I know all of these things are quite probably ongoing issues under adjustment by the Dev team. Especially projectile velocity as mentioned above in OP. The random deaths in the quote above are the most confusing though in my opinion.
Thranx:
I will try and keep notes of my Tank endeavors from now on for tracking odd behaviors. Would help greatly if I had some screencap ability. Battle Recorder for Beta Testers CCP! |
Jak Picholen
L.O.T.I.S. Legacy Rising
0
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Posted - 2013.02.18 14:58:00 -
[6] - Quote
More random tank implosions this weekend a-la Thranx's post above. Any guidance on how to better report this bug for replication by Devs would be welcome. |
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