Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SadisticSid on October 07, 2004, 07:48:26 am

Title: Fighterbeam annoyance
Post by: SadisticSid on October 07, 2004, 07:48:26 am
I've encountered a rather annoying problem regarding  fighterbeams in AI dogfighting - they either fire at ridiculous ranges with total accuracy, or fire at close ranges nearly always missing the target.

The weapon range tag seems to be ignored for fighterbeams so I upped the velocity to something like 50000 and reduced the lifetime to 0.016 thinking that would only get them to fire at 800m with otherwise complete accuracy. Maybe Freespace is rounding the second figure to a much larger one, but trying to use other values still results in them being useless.

Since velocity is used for computing lead, can someone take a look at stopping the AI from firing until they're in weapon range?
Title: Fighterbeam annoyance
Post by: ##UnknownPlayer## on October 07, 2004, 07:51:55 am
I would argue that this isn't really a bug (or if it is it's sorta a feature). It makes sense that the beams would hit longer range targets accurately and shorter range targets inaccurately - imagine trying to swing a focussing assembly around to aim at a fighter from the beam turret. At long range it need only move a degree or so, while at short range it might need to move 90 degrees or more.

I think inaccurate close range beams, as long as fighters are moving, should be kept simply to give fighters a chance against capships.
Title: Fighterbeam annoyance
Post by: SadisticSid on October 07, 2004, 08:21:55 am
You misunderstand I think - if you're flying in a straight line and the AI is firing from a vector perpendicular to yours, it will aim at the lead indicator, missing 100% of the time. This is rather stupid, considering evasive action makes it MORE likely to hit you... and as for your point about accuracy, with a 0 lead time the AI's accurate at all ranges.