Targeting targets that jump around

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    Problem: when tracking a target like a npc pirate when crossing over sectors, the target position jumps around. It's kind of pain in the butt which discourages a lot of my gaming mates investing time into the game(Which is poop because I really love this game).

    Suggesting: There few way to fix this issue;

    In Jumpgate(old space sim) they would keep a instance up between the target and the tracker to prevent jumping. That way the target data would was be inline and updated to the tracker(s) so jumping would be reduce.

    Another means would be to make moveable object detached from the sector. Most games use a independent servers to maintain npc and player objects. It's also help with advance smart AI-ing in the background.
     

    NeonSturm

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    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    Do you mean navigation or aiming in combats?

    For the last there is a solution.

    • Only display last-x, last-y, last-z or last+x, last+y last+z blocks of a ship to increase performance/fps.
    • Shots fired on clientA in a 30° xz and 50° y angle at target1 will arrive from the same direction on clientB against target1 - no matter if the target moved in that time in a fair distance which is somewhere in the current distance on clientA's or clientB's simulation.
    • Being hit or not is an agreement between clients which may know the position+movement, hit-block-positions sent to the server from each other in the past second(s). The server only has to spend cpu-time to mediate disputes.
     
    Joined
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    Do you mean navigation or aiming in combats?

    For the last there is a solution.

    • Only display last-x, last-y, last-z or last+x, last+y last+z blocks of a ship to increase performance/fps.
    • Shots fired on clientA in a 30° xz and 50° y angle at target1 will arrive from the same direction on clientB against target1 - no matter if the target moved in that time in a fair distance which is somewhere in the current distance on clientA's or clientB's simulation.
    • Being hit or not is an agreement between clients which may know the position+movement, hit-block-positions sent to the server from each other in the past second(s). The server only has to spend cpu-time to mediate disputes.
    No sorry,
    I meant when you're chasing a target and it or you are crossing over sector border in which the target new position is different and appears to jump and or bounces around.