Author Topic: 60 km distance limit  (Read 7629 times)

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Offline diamondgeezer

No, cos a bigger box means the game has more space to think about. Granted most of it is empty, but the engine still has to be mindful of it. Therefore more = slower =bad

 
Wait wait wait - why's the engine got to be mindful of empty space with nothing in it? I'm writing my own space sim game, and right now I don't have any sort of a bounding box or anything like that and there's no problem. Because its a space sim, there is zero cost to making the game arena open ended, since the computer only fills in places where there is something to fill in. And its impossible to fly past sky spheres (unless FS2 implements them weirdly).

 

Offline Sesquipedalian

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Given the fact that objects can and are often placed outside the 60 km limit, the bounding box obviously does not have anything to do with what objects are and are not kept track of.  The amount of space is irrelevant to the engine.  All the engine cares about are coordinate numbers, and 999 999 is the same as 9 as far as it is concerned.  The "space" is not an entity, it is quite literally nothing.

Therefore, the bounding box can only be an imposed limit, as Analazon says.
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Offline diamondgeezer

*shrugs*

You guys are the experts. Perhaps, then, this is just another limit V put in for no real reason other than to annoy?

 

Offline karajorma

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Quote
Originally posted by diamondgeezer
*shrugs*

You guys are the experts. Perhaps, then, this is just another limit V put in for no real reason other than to annoy?


I already explained why they put it in. It's so you can go off and see what the sathani around Capella really are :)
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Offline LtNarol

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FS2 renders all objects, including weapons fire, outside of the 60km bounding box, essentially, it treats things outside the box the same way it treats things inside the box.  That one if statement is all there is to it, and while I don't mind the limit, I'd like to know how that distance is measured.  Is it from the absolute origin?

 

Offline Exarch

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Well, if it's only there to prevent players from exploring, then yeah it's pretty pointless to have. Any mission designer worried about the player running off where he shouldn't be can deal with that easily enough with the tools available in FRED. Guess I was a bit naive thinking that it had to be there for an actual system related reason, and not just because they didn't want to bother taking sightseeing type players into account when making the campaign :wink:

 

Offline diamondgeezer

*refuses to give up argument*
OK, so what about ship speeds - like I said earlier, fighter and bomber AI just goes to hell above 140 m/s, so you couldn't have combat at the speeds necessary to justify a bigger box. Unless you're going to make some sort of hyperdrive as well... that all just seems like a lot of effort which could be better directed elsewhere...

And FREDding would be a headache at the distances we're talkng about - looking at a mission spread over 30K is dizzying enough as it is...

 

Offline Sesquipedalian

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Oh, agreed, DG.  Exceeding the 60 km radius is bad Fredding, plain and simple.
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Offline karajorma

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At 100m/s (which is pretty fast) it takes 10 seconds to cover 1km. That means it would take you 5 minutes flying in a straight line to cover the distance from the starting position to the nearest face of the bounding box.

Remember guys. You can put OTHER ships outside of the  60km box.

I can guess exactly how most of you who have a problem with the 60km box come across it.

Mission Designer : Okay, just started FRED. Lets plunk down a copy of my super ship. Yep Looks Uber. Oh. Alpha is right in the middle of it! hmmm. Select alpha move him to X =  -60,000.

Next time move the big ship and you`ll be fine. If you`ve got a got a mission where you`re having problems simply select everything and move them so that alpha is at 0,0,0 and your mission will probably work fine.
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Offline diamondgeezer

Quote
Originally posted by karajorma
Mission Designer : Okay, just started FRED. Lets plunk down a copy of my super ship. Yep Looks Uber. Oh. Alpha is right in the middle of it! hmmm. Select alpha move him to X =  -60,000.

Next time move the big ship and you`ll be fine. If you`ve got a got a mission where you`re having problems simply select everything and move them so that alpha is at 0,0,0 and your mission will probably work fine.


Heh, FREDding for idiots. Best include that in the FAQ.

 

Offline Vertigo1

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Quote
Originally posted by Solatar
make it so we can set the bounding box in FRED. If nothing is set, then it goes to 60km.


Thats actually the best suggestion I've seen in this thread.
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to finding a way to eliminate the unnecissary restriction...

   Seems like you forgot my original argment...
 
Alpha1 is at 0,0,0 problem is in the alliance battle the Borg push ships around all over the solar system and you have to chase them down. By the time the mission ends there are two major battles left each over 30km from the original spot in opposite directions (natural flow of battle).. Now as far as fredding goes are you suggesting use of a sexp distance limiter to a nav point at 0,0,0 so nothing goes farther than 30km from the centerpoint?  My fredding skillz are poor (if any) and I haven't fredded in a year (too busy converting models).  So if that sounds like a noob question sorry.

   now any suggestions of altering the ships involved is unacceptable because lack of control or pay balance is critical to seeing the differences between them. If everything ws balanced it would be boring and unrealistic. This also helps to create the feeling of helplessness and desperation in the beginning of the skirmish.
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Offline karajorma

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Hang on a sec SD. Do you only want the player to be involved in one of the battles or do you want them to be involved in both? Remember that at 100m/s it would take 10 minutes to cross from one battle to the other.
 If the player is only supposed to be in one battle you can just shift the players starting point by 15 km and keep the whole thing in the middle of the box.
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Offline KARMA

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or split the 2battles in two missions if you want the player to be involved in both...

 

Offline Grey Wolf

To the person who said the AI doesn't handle speeds above 140m/s, you're wrong. I've had the AI go at 1000m/s, and the only noticeable difference is that everyone depends a lot more on using missiles to kill the targets speed, and then ripping them apart with primaries.
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Offline LAW ENFORCER

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Yes, but not everyone has 'Improve_AI_Bias_Speed = true' set
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Offline diamondgeezer

To the person who said the game works fine at 1000m/s - hey, I'm just telling you what IceFire told me. Certainly seemed to all go a bit wonky when I ran the game at around 250-300m/s, and 140 was the magical number IceFire quoted me.

 
This is my test out new stuff battle everyone against borg...

The battle I posted pictures about on my pic site like 8 months ago. Borg vs. Earth...

   This was not meant as a real mission, just what happens in the natural flow of the battle where half the borg cubes attack teh atlantis station (and drag it off 30 km) and the other half wanders through the fleet and somehow manages to make them break off from defensing the station (cause it also floats away as it explodes over the next 5 mins, why does it do that instead of making a shockwave at the point of death???) and they end up duking it out 30 km in the otehr direction while I finish of a cube and sphere that stays relatively close to 0,0,0 enagaging the fighter squadrons that launched in the beginning from all the ships and station.  

Oh and BTW the time factor is not an issue (Getter 1 - Me max speed is 300) Only the borg can blow by me so far... This is intentional from the robot later (see the anime series and you'll understand).. L8tr!
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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do NOT put the box to infinite, ever!  a couple of times when I was bored, i set a ship to go millions of meters per second.  Something like... Max speed as 100,000, max speed with all power to engines was around 100,000,000  and afterburners was in the billions.  try that out... its really... freaky.  the game behaves VERY odd when you fly out to those distances.  FIrst... primaries fly off in seemingly random direction... and they change direction if you change the time compression.  missiles dont go anywhere, they just appear as a hexagonal polygon on the screen somewhere, as if the missile appears at the player's "eye" point, but goes nowhere.  also, i called in a support ship and then destroyed it, and the debris just continually floated around me, circling me in different directions.  also, as you bank and move around, the entire HUD moves around, and the outside camera shifts around, almost as if it is running at a really really bad framerate... like a slideshow.

that concludes the report on what I did.
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