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Increase the lift factor of all transports

Scheduled Pinned Locked Moved Balance Discussion
22 Posts 11 Posters 2.4k Views
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  • W
    waffelzNoob
    last edited by 6 Nov 2023, 15:44

    Just curious if this is being worked on?

    frick snoops!

    C 1 Reply Last reply 6 Nov 2023, 17:21 Reply Quote 0
    • C
      ComradeStryker @waffelzNoob
      last edited by 6 Nov 2023, 17:21

      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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      • P
        phong
        last edited by phong 11 Jul 2023, 05:52 7 Nov 2023, 05:52

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

        1 Reply Last reply Reply Quote 0
        • C
          clyf
          last edited by 8 Nov 2023, 14:07

          This post is deleted!
          1 Reply Last reply Reply Quote 0
          • C
            clyf
            last edited by clyf 11 Aug 2023, 14:29 8 Nov 2023, 14:19

            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!)

            1 Reply Last reply Reply Quote 7
            • C
              clyf
              last edited by 8 Nov 2023, 20:37

              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.

              1 Reply Last reply Reply Quote 2
              • J
                Jip
                last edited by 10 Nov 2023, 11:03

                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

                1 Reply Last reply Reply Quote 1
                • A
                  Amygdala
                  last edited by Amygdala 11 Oct 2023, 12:34 10 Nov 2023, 11:16

                  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!

                  1 Reply Last reply Reply Quote 0
                  • F
                    FunkOff
                    last edited by 11 Nov 2023, 19:17

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

                    1 Reply Last reply Reply Quote 0
                    • J
                      Jip
                      last edited by 15 Nov 2023, 11:11

                      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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