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#121 |
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SA 2010 Soccermaniac
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#122 |
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Clueless developer
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Would you care to post any screenshots? And no, videos don't count since I cannot access them.
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#124 |
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Clueless developer
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Guess my reading skills need a bit of honing... Thanks, I can see the light at the end of the wind tunnel now. Re: infantry combat - considering machine guns (or metal storm) will be frequently used, do you plan to track each bullet or resolve hits statistically? Orbiter doesn't like very large scenarios yet.
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#125 |
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OBSP developer
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Before the ground collision was rewritten and activated I started flying around with a combat DG, dropping bombs everywhere. Even with labels turned off and me zooming so far out you couldn't even see the Sun anymore, the framerate was still around 20 FPS. That was with 500 bombs laying on the ground. I'm running an AMD 3000+ CPU and given that it's one of the weaker computers around here by now, might as well use it as a testbed... Maybe we'll fire a few shells out every second to let people know where the bullets are heading... Last edited by RisingFury; 10-04-2010 at 09:27 PM. |
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#126 |
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SA 2010 Soccermaniac
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#127 |
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Defender of Truth
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And yes, an AMD 3000+ is on the low end at this point in time, but better to make it work well on low-end hardware than have it work well on high-end hardware and be unusable on low-end hardware. So since you won't be simulating individual bullets, you're going to be using some kind of statistical determination of whether a hit is scored? That question has been asked a couple times in the thread, but I haven't seen an answer (sorry if I missed it, the thread sometimes goes through a dozen or more posts between when I get to reading it) |
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#128 |
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OBSP developer
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Sorry for the late reply, didn't notice your post... Well, of course missiles and bombs will get deleted once they're done blowing things up. I was just pointing out that we can't afford such high numbers of vessels in game and if you're talking about a multi-barrel gun that fires many hundred rounds per minute, it could get really bad quickly... We can't just go with statistics based and we can't use Orbiter's vessel class, because it's too big for our requirement... So at this point I see three choices... - Create a 'lite' class that gets fired like a bullet, but isn't derived from VESSEL. Propagate that. That might be the most accurate, but most resource hungry method. - Make a system were any fast firing gun - automatic weapons, Gatling guns,... would be handled like a laser, but affected by gravity. Basically check the flight path instantly for vessels, while keeping the ability to fire VESSEL derived shells, for tanks and artillery... - Make a system that is a bit more advanced then the last described - split the path into segments and predict if any vessel will be in the flight path when the bullet hits it. This one might be a bit more resource unfriendly, but I imagine better then the first one. It wouldn't be as accurate, but better then the second option. We've yet to discuss and debate our options though. In either case, I'd limit the range of bullets (not shells) to a few kilometer range and have them delete themselves when crossing it... Any suggestions (from qualified) people are welcome
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#129 |
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OBSP developer
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Thanks! Good ideas!
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#130 |
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Clueless developer
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Has anybody mentioned infantry combat here (hint - it wasn't me
)? With machine guns and he-frag arty fires? I was kinda responding to the explicitly expressed desire to have bullet-level, hi-fidelity modelling. If there's only _space_ combat, how would you model attacks on bases?
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#131 |
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Addon Developer
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yeah it would be a pain in the ass if you were strafing a column of tanks and had to switch targets constantly... and how about firing with no lock at all?
perhaps if you're talking a ground war, or maybe so that system is flexible enough to support even starwars like scenarios the problem is not so much to do with stray shells with a finite lifespan (which could perhaps be tunable by the player depending on how fast their machine is) as the sheer amount of other stuff that could be going on. Falcon 4 / Freefalcon, if anyones played that (if not get it, its freeware and its a great sim) uses a 'bubble' system, so groups of units are treated as 1 entity with attrition of individual units calculated statistically. until the player comes within a certain range only then will the machine have to think about individual units. so they can have a large war persisting over the entire country (and its a dynamic, not scripted campaign) even on the 1998 hardware it was originally designed for. |
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#132 |
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Defender of Truth
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I'm also still unsure why we need infantry combat in a space simulator. "How would you model attacks on bases?" Simple enough--simulate the infantry combat to a level good enough for a flight sim. Plenty of flight sims have simulated tank and infantry combat (for AI) without completely recreating them. Last edited by Hielor; 10-11-2010 at 11:20 PM. |
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#133 |
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Clueless developer
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Orbiter doesn't know what fog of war is... sad but true... everybody's sitawareness is always perfect. Re: both ways - the side with the more numerous fleet wins, Lanchester equations work in space as well as they do on Earth.
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#134 |
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Defender of Truth
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| Tags |
| battle, beta, combat, simulation, test |
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