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    The fervor can't shoot uphill/downhill

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    • JipJ Offline
      Jip
      last edited by

      If I recall correct all t1 artilleries have this issue but their splash damage is larger. Therefore they still 'hit', even if partial

      A work of art is never finished, merely abandoned

      F 1 Reply Last reply Reply Quote 1
      • ValkiV Offline
        Valki
        last edited by Valki

        I don't know how the engine works, but could this be solved by making the projectile homing for 1 game-tick after firing?
        By having it homing for just 1 tick it won't actually home in on units, but it might correct for this systematic error.

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        • S Offline
          Sprouto
          last edited by

          This is more likely a case of the aiming bone and the weapon bone not being aligned - so the weapon always misses. This can be solved by the weapon value UseFiringSolutionInsteadofAimBone = true.

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          • F Offline
            FunkOff
            last edited by

            All responses to the OP are wrong and stupid. The aim calculation does not account for height. No, I don't know how the fix this. The reason other arty dont suffer so much from this problem is that they have a damage radius that allows them to his targets despite poor aim. (Lobo and Zthuee even have splitting shots.)

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            • veteranasheV Offline
              veteranashe
              last edited by

              All arty take out aircraft too, is fun to catch

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              • JipJ Offline
                Jip
                last edited by

                @Sprouto I've made a small mod that merges that value into the blueprint, similar results:

                Untitled.jpg

                This is the merge:

                UnitBlueprint {
                	Merge = true,
                	BlueprintId = 'ual0103',
                	Defense = {
                		Health = 9999,
                		MaxHealth = 9999,
                	},
                	Weapon = {
                		[1] = {
                		RateOfFire = 5,
                		UseFiringSolutionInsteadOfAimBone = true,
                		},
                	},
                }
                

                Beautiful fervor rainbow 🙂 .

                @FunkOff Thanks for calling us all wrong and stupid and then proceed to provide a similar reason to the first wrong and stupid response back to the OP.

                A work of art is never finished, merely abandoned

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                • JipJ Offline
                  Jip
                  last edited by

                  @Auricocorico To limit the issue you can move the artillery back until the target is almost out of range.

                  Untitled.jpg

                  This rainbow takes out the t2 artillery in the blink of an eye.

                  A work of art is never finished, merely abandoned

                  AurikoA F 2 Replies Last reply Reply Quote 0
                  • BlackYpsB Offline
                    BlackYps
                    last edited by

                    If it would ignore the height difference for the target calculation, the shot would land in front of the target and not behind it, if you are shooting uphill. There has to be a different reason for this bug.

                    JipJ 1 Reply Last reply Reply Quote 0
                    • AurikoA Offline
                      Auriko @Jip
                      last edited by Auriko

                      @jip Beautifull 😍
                      That's a good tip too. I hope someone will find a fix, but that's definetly helpfull in the meantime.

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                      • JipJ Offline
                        Jip @BlackYps
                        last edited by

                        @blackyps Solid observation 🙂

                        A work of art is never finished, merely abandoned

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                        • F Offline
                          FunkOff @Jip
                          last edited by FunkOff

                          @jip Your image actually visualizes the problem exactly. If the target and shooter are at the same height, the shot is pinpoint accurate.
                          f7a9515b-ebc3-4202-b415-e2ab014363ba-image.png

                          JipJ 1 Reply Last reply Reply Quote 0
                          • F Offline
                            FunkOff @Jip
                            last edited by

                            @jip said in The fervor can't shoot uphill/downhill:

                            If I recall correct all t1 artilleries have this issue but their splash damage is larger. Therefore they still 'hit', even if partial

                            There is no such thing as a "partial" hit. Either the shot connects or it doesn't.

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                            • J Offline
                              JaggedAppliance
                              last edited by

                              Aiming is a problem for all artillery shooting up or down, the solution for a player in game is ground firing. This problem is obviously worse for fervors because medusa have a higher firing randomness and have a decent damage radius, and lobos and zthuees have multiple shells whereas fervors are very accurate and have a small damage radius.

                              https://www.youtube.com/c/jaggedappliance

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                              • F Offline
                                FunkOff @Jip
                                last edited by

                                @jip said in The fervor can't shoot uphill/downhill:

                                @Auricocorico To limit the issue you can move the artillery back until the target is almost out of range.

                                This is an interesting pattern I hadn't noticed. I wonder if the problem can be worked around by increasing the minimum muzzle velocity of the shot, or by changing the projectile's behavior. (Increase speed OnCreate if target is higher, reduce of target is lower.)

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                                • JipJ Offline
                                  Jip @FunkOff
                                  last edited by

                                  Your image actually visualizes the problem exactly. If the target and shooter are at the same height, the shot is pinpoint accurate.

                                  That image is not taken with orthographic projection and your drawing is made as if it is made on a perfect X / Y plane. I can come up with another angle that would proof the opposite.

                                  The observation of BlackYps is solid and counteracts your observation: if what you say is true, then the projectile should hit the ground in front of an extractor when the extractor is at a higher altitude. It doesn't - it still tries to hit it somewhere behind it.

                                  There is no such thing as a "partial" hit. Either the shot connects or it doesn't.

                                  There is such a thing as a partial hit if your projectiles split up into 4 separate projectiles and two hit the target while the other two don't. You mentioned this behavior in your post.

                                  This is an interesting pattern I hadn't noticed. I wonder if the problem can be worked around by increasing the minimum muzzle velocity of the shot, or by changing the projectile's behavior. (Increase speed OnCreate if target is higher, reduce of target is lower.)

                                  Do you want me to share the small mod I made for testing this? Then you can tweak around

                                  A work of art is never finished, merely abandoned

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