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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Increase the lift factor of all transports

    Scheduled Pinned Locked Moved Balance Discussion
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    • JipJ Offline
      Jip @clyf
      last edited by

      @clyf said in Increase the lift factor of all transports:

      I've been experimenting with using blueprint buffs to modify the flight characteristics of transports based on whether they're dropping off/picking up/flying etc. If there's a reliable fix to be made, I think it's there.

      How would this work? I'm not aware of a way to edit the values on a unit-to-unit basis

      A work of art is never finished, merely abandoned

      C 1 Reply Last reply Reply Quote 1
      • ZLOZ Offline
        ZLO
        last edited by

        https://www.twitch.tv/videos/1945822700?t=05h58m22s
        this was one of the fun moments from the summer tourney

        TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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        • C Offline
          clyf @Jip
          last edited by

          @jip

          Just from looking at the BuffBlueprint setup (again, not something I've really exhaustively nailed down) it looks like it's possible to set up a couple of different flight profiles ("cruise", "takeoff", "air brake") and apply them on a per-unit basis, like adjacency?

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          • waffelzNoobW Offline
            waffelzNoob
            last edited by

            Just curious if this is being worked on?

            frick snoops!

            ComradeStrykerC 1 Reply Last reply Reply Quote 0
            • ComradeStrykerC Offline
              ComradeStryker @waffelzNoob
              last edited by

              Transports going over flat terrain: 👍
              Transports going over a tiny difference in height: 😵

              They're slower when changing altitude than my thought process...

              ( ͡° ͜ʖ ͡°)

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              • phongP Offline
                phong
                last edited by phong

                Happened on mapgen for me as well recently. I hope your experiments result in a successful fix clyf, thanks for looking into this.

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                • C Offline
                  clyf
                  last edited by

                  This post is deleted!
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                  • C Offline
                    clyf
                    last edited by clyf

                    It's on my list, and very near and dear to my heart. Some very general updates:

                    • I've become intimately familiar with the OnMotionEventChange functions during some recent work on the Fire Beetle, so I'm confident the front piece--reliably and tidily detecting (read as: without a forked thread) when the transport is landing/picking up/taking up--is possible.
                    • The end bit (a working flight profile) has always been possible.
                    • That leaves the middle bit, actually modifying the transports themselves on an individual basis.

                    Just for kicks, the behavior I'm trying to emulate:
                    alt text
                    (Ignore the engine failure part, engine failure and descending as fast as possible have a lot in common!)

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                    • C Offline
                      clyf
                      last edited by

                      ziggity:
                      https://github.com/FAForever/fa/pull/5653

                      None of that BuffBlueprint bs (that probably won't work, as Jip surmised), but we can bypass the problem entirely by simply telling the transports to unload when they're very close (1-2 ogrids), as opposed to the extremely close currently asked for by the engine (<1 ogrid).

                      With a little flexibility ("little" as in, a rounding error compared to that introduced by a group unload order) in the dropoff point, we're free to adjust the flight performance parameters to whatever we like. See the Courier in the above PR.

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                      • JipJ Offline
                        Jip
                        last edited by

                        These changes are now live on the deploy/fafdevelop branch. We'll ship it with the next and hopefully last hotfix. Please give it a try and report back here.

                        With thanks to @clyf for his initiative and effort in this 🙂

                        A work of art is never finished, merely abandoned

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                        • AmygdalaA Offline
                          Amygdala
                          last edited by Amygdala

                          Just tried it and it feels like a huge improvement. Transports are way more responsive, drop quicker and are much faster when traversing mountains. great job!

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                          • F Offline
                            FunkOff
                            last edited by

                            Thank heavens (and contributors) for this. I, too, noticed this huge delay in drops after flying over high terrain.

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                            • JipJ Offline
                              Jip
                              last edited by

                              The changes by @clyf are released and available on the FAF game type

                              A work of art is never finished, merely abandoned

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