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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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    • waffelzNoobW
      waffelzNoob
      last edited by

      Just curious if this is being worked on?

      frick snoops!

      ComradeStrykerC 1 Reply Last reply Reply Quote 0
      • ComradeStrykerC
        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 ͡°)

        1 Reply Last reply Reply Quote 0
        • phongP
          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
            clyf
            last edited by

            This post is deleted!
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            • C
              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!)

              1 Reply Last reply Reply Quote 7
              • C
                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.

                1 Reply Last reply Reply Quote 2
                • JipJ
                  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

                  1 Reply Last reply Reply Quote 1
                  • AmygdalaA
                    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!

                    1 Reply Last reply Reply Quote 0
                    • F
                      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
                        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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