• Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Login
FAForever Forums
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Login

The fervor can't shoot uphill/downhill

Scheduled Pinned Locked Moved General Discussion
16 Posts 8 Posters 1.1k Views
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • J
    Jip
    last edited by 9 May 2021, 14:43

    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 10 May 2021, 18:29 Reply Quote 1
    • V
      Valki
      last edited by Valki 5 Sept 2021, 18:20 9 May 2021, 18:11

      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.

      1 Reply Last reply Reply Quote 0
      • S
        Sprouto
        last edited by 9 May 2021, 18:22

        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.

        1 Reply Last reply Reply Quote 0
        • F
          FunkOff
          last edited by 9 May 2021, 23:56

          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.)

          1 Reply Last reply Reply Quote 1
          • V
            veteranashe
            last edited by 10 May 2021, 12:14

            All arty take out aircraft too, is fun to catch

            1 Reply Last reply Reply Quote 0
            • J
              Jip
              last edited by 10 May 2021, 16:32

              @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

              F 1 Reply Last reply 10 May 2021, 18:27 Reply Quote 2
              • J
                Jip
                last edited by 10 May 2021, 16:39

                @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

                A F 2 Replies Last reply 10 May 2021, 17:14 Reply Quote 0
                • B
                  BlackYps
                  last edited by 10 May 2021, 17:05

                  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.

                  J 1 Reply Last reply 10 May 2021, 18:15 Reply Quote 0
                  • A
                    Auriko @Jip
                    last edited by Auriko 5 Oct 2021, 17:14 10 May 2021, 17:14

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

                    1 Reply Last reply Reply Quote 0
                    • J
                      Jip @BlackYps
                      last edited by 10 May 2021, 18:15

                      @blackyps Solid observation 🙂

                      A work of art is never finished, merely abandoned

                      1 Reply Last reply Reply Quote 0
                      • F
                        FunkOff @Jip
                        last edited by FunkOff 5 Oct 2021, 18:28 10 May 2021, 18:27

                        @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

                        J 1 Reply Last reply 10 May 2021, 19:55 Reply Quote 0
                        • F
                          FunkOff @Jip
                          last edited by 10 May 2021, 18:29

                          @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.

                          1 Reply Last reply Reply Quote 0
                          • J
                            JaggedAppliance
                            last edited by 10 May 2021, 18:32

                            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

                            1 Reply Last reply Reply Quote 0
                            • F
                              FunkOff @Jip
                              last edited by 10 May 2021, 18:34

                              @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.)

                              1 Reply Last reply Reply Quote 1
                              • J
                                Jip @FunkOff
                                last edited by 10 May 2021, 19:55

                                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

                                1 Reply Last reply Reply Quote 0
                                11 out of 16
                                • First post
                                  11/16
                                  Last post