turret bugfixes, ai, collision checks

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    • Wired for Logic
    • Legacy Citizen 6
    A lot regarding these topics has been suggested but probably not every post made clear what we could win by a suggested change.

    Ok so my suggestions would solve different aspects of bothering stuff in the game at once.

    Turret bugs:
    Turrets are still able to shoot their hosting body or it's hosting entity (ship) and some effects are still fully applied. This sucks because to prevent this from happening we rather not build fully 360° rotating turrets on both axis, which could prevent collisons, instead we artificially limit the rotation on at least one axis to ensure the turret does not try to fire through the ship on the enemy target.

    Bobby ai:
    The problem of the ai firing at stuff it can has no line of sight to or can't bothers us for a long time for it limits the turrets effectiveness by quite a big margin. now it is the Ai which would make an ideal turret fire at it's ship or turret body.

    Collision checks: we are still checking collisions on entities whic can not collide with each other, big improovements have been made but to further reduce the checks necessary i think the suggestion would suit quite well.

    Suggestion: on activation turrets determine their field of vision by checking 18x36 times (10° steps on a virtual globe around the first turret axis up the chain.) in which directions a shoot would hit any of the docked entity chains downwards entities or cause a collision with any of these. Missile turrets also factor in firing the missiles "up".
    This way this virtual globe can be used as a map of the turrets field of vision. should a targeted enemy entity leave this field of vision the turret will check for the next closest enemy in it's field of vision and target that or if none found start timer for returning into default position while keeping checking for new targets.

    This might not prevent us from our turrets trying to fire through allied crafts or firing at it host entity after the host has been altered (deactivate and reactivate to fix this and create a new field of vision map) but we would after once being activated later no longer have to check for collisions and we would gain much smarter turrets this way.
    Plus we could leave the damage and effects at full potential for RL projectiles also do not differ between friend or foe = added realism - maybe people might ask for a fix for that later.
    Actually out of all the 648 positions to check, the turret would just have to remember the border ones of those it should not point at, which would greatly reduce the data the map would require to store the information. it just being a outline around an area on the virtual globe and everything inside you don't point your guns at.

    well that would be the solution i'd prefer to see, just because it would be stuff made right without going totally overboard in resources and checks.