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		<title><![CDATA[First Strike Forums — Space Invunerability Glitch - Please fix]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=7027</link>
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		<description><![CDATA[The most recent posts in Space Invunerability Glitch - Please fix.]]></description>
		<lastBuildDate>Sat, 23 Feb 2008 06:35:35 +0000</lastBuildDate>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=98131#p98131</link>
			<description><![CDATA[<div class="quotebox"><cite>FSDev| Woodrow wrote:</cite><blockquote><p>Ty is correct in part.&nbsp; We implimented a huge swathe of different tweaks to help mask this problem.&nbsp; First, as he mentioned, we made it so all shots are actually coming straight out the nose of your ship (meaning they fly straight from your crosshairs).&nbsp; However to make them look right fake tracer rounds still come out of the barrels and converge about 1000 metres away.</p><p>Next we actually did increase the hit boxes on the TIE fighter and made em a little bigger on a few other craft so they are easier to strike with.</p><p>The shots for spacecraft are also extremely fast compared to anything else in the game.&nbsp; 5Km/s rather than 500m/s.&nbsp; This gives a lot better chance to hit at the ranges we&#039;re dealing with.</p><p>And finally, for every shot you &quot;see&quot; and &quot;hear&quot; being fired there are 2-3 more invisible shots that are going into your firing stream as well.&nbsp; Quite literally your weapons are acting like very rapid firing machine guns.&nbsp; What this does is drastically increases your chance for hitting with one of those shots in much the same way a shotgun&#039;s chances are increased by firing multiple pellets at a target.&nbsp; Since you don&#039;t see, and more importantly, don&#039;t hear the actual shots though, it&#039;s almost completely unnoticeable.&nbsp; This, more than anything, was what made it possible to actually dogfight in this engine.&nbsp; Unfortunately we also think it may be what causes the server lag in 64p games.&nbsp; But such is life....</p></blockquote></div><p>Wow I had no idea the BF2142 engine was so lame. This info will likely help improve my game a bit <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p><p>PS Woody your post count is lie!</p><p>PPS Battlemaster: If you keep spamming the forums, TY2D2 will likely ban you. In fact I wouldn&#039;t be surprised if he&#039;s warned you already.</p>]]></description>
			<author><![CDATA[null@example.com (inund8)]]></author>
			<pubDate>Sat, 23 Feb 2008 06:35:35 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=98131#p98131</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=98009#p98009</link>
			<description><![CDATA[<p>I have sometimes that same problem... Suddenly I am in corvette.. No I am only drunk..</p>]]></description>
			<author><![CDATA[null@example.com (Battlemaster)]]></author>
			<pubDate>Fri, 22 Feb 2008 20:46:38 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=98009#p98009</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97970#p97970</link>
			<description><![CDATA[<p>Ty is correct in part.&nbsp; We implimented a huge swathe of different tweaks to help mask this problem.&nbsp; First, as he mentioned, we made it so all shots are actually coming straight out the nose of your ship (meaning they fly straight from your crosshairs).&nbsp; However to make them look right fake tracer rounds still come out of the barrels and converge about 1000 metres away.</p><p>Next we actually did increase the hit boxes on the TIE fighter and made em a little bigger on a few other craft so they are easier to strike with.</p><p>The shots for spacecraft are also extremely fast compared to anything else in the game.&nbsp; 5Km/s rather than 500m/s.&nbsp; This gives a lot better chance to hit at the ranges we&#039;re dealing with.</p><p>And finally, for every shot you &quot;see&quot; and &quot;hear&quot; being fired there are 2-3 more invisible shots that are going into your firing stream as well.&nbsp; Quite literally your weapons are acting like very rapid firing machine guns.&nbsp; What this does is drastically increases your chance for hitting with one of those shots in much the same way a shotgun&#039;s chances are increased by firing multiple pellets at a target.&nbsp; Since you don&#039;t see, and more importantly, don&#039;t hear the actual shots though, it&#039;s almost completely unnoticeable.&nbsp; This, more than anything, was what made it possible to actually dogfight in this engine.&nbsp; Unfortunately we also think it may be what causes the server lag in 64p games.&nbsp; But such is life....</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Woodrow)]]></author>
			<pubDate>Fri, 22 Feb 2008 15:20:54 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97970#p97970</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97961#p97961</link>
			<description><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>And either way, the best way to make a kill is to get behind your target, from where your hits register.</p></blockquote></div><p>And it&#039;s more fun to kill your opponet after sneaking behind him <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Alreech)]]></author>
			<pubDate>Fri, 22 Feb 2008 12:06:19 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97961#p97961</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97945#p97945</link>
			<description><![CDATA[<p>And either way, the best way to make a kill is to get behind your target, from where your hits register.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Fri, 22 Feb 2008 10:05:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97945#p97945</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97943#p97943</link>
			<description><![CDATA[<p>just lead your target a bit more than with the visible shots, and there you go, you will start getting hit indicators <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[null@example.com (HagenSaubauch)]]></author>
			<pubDate>Fri, 22 Feb 2008 08:54:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97943#p97943</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97930#p97930</link>
			<description><![CDATA[<div class="quotebox"><cite>RSF Angel wrote:</cite><blockquote><p>Already have my HUD red, it helps to register hits when flying towards hoth! <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><br /><p>I was wondering if there are &#039;hit box&#039; ares that could be increased for the y-wing. It has an exceptionally low profile and its really hard to hit compared to an X-wing or tie. Combined this with a turret and zero convergence nose mounted blasters and the y-wing is operating as more of a fighter killing gunship than a bomber.</p><p>Not that i have a problem with the y-wing being accurate- far from it- remembering fondly as i do the old X-wing game . I just think its disproportionately hard to kill, compared to lore and its role.</p></blockquote></div><p>Maybe you have bad aim? I personaly find it a very easy target to kill.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Thu, 21 Feb 2008 23:43:34 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97930#p97930</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97929#p97929</link>
			<description><![CDATA[<p>Just FYI, there is no firing arc on any fighters that I am aware of, to &#039;fix&#039; the bug every ships guns were transformed into machine guns in reality and they always hit dead center. Even 2 feet away, as if the shots come from the cockpit. </p><p>Kinda odd but not very noticeable at long range.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Thu, 21 Feb 2008 23:41:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97929#p97929</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97928#p97928</link>
			<description><![CDATA[<p>Changed the HUD to red last night, but thanks.&nbsp; As far as the glitch goes, I&#039;ll just have to do some Freespace 2 as &quot;training&quot; and touch up on my dogfighting skills.</p><p>And Y-Wing? Hard to hit?&nbsp; Hardly.&nbsp; Wait...&nbsp; Yeah, guess that works.</p><p>If anything needs fixing it&#039;s the S-Foil controls.&nbsp; Well, it needs creating actually.</p>]]></description>
			<author><![CDATA[null@example.com (Suriander)]]></author>
			<pubDate>Thu, 21 Feb 2008 23:38:48 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97928#p97928</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97926#p97926</link>
			<description><![CDATA[<p>Already have my HUD red, it helps to register hits when flying towards hoth! <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><br /><p>I was wondering if there are &#039;hit box&#039; ares that could be increased for the y-wing. It has an exceptionally low profile and its really hard to hit compared to an X-wing or tie. Combined this with a turret and zero convergence nose mounted blasters and the y-wing is operating as more of a fighter killing gunship than a bomber.</p><p>Not that i have a problem with the y-wing being accurate- far from it- remembering fondly as i do the old X-wing game . I just think its disproportionately hard to kill, compared to lore and its role.</p>]]></description>
			<author><![CDATA[null@example.com (RSF Angel)]]></author>
			<pubDate>Thu, 21 Feb 2008 23:33:10 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97926#p97926</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97905#p97905</link>
			<description><![CDATA[<p>Yeah.&nbsp; Nothing we can do about it I&#039;m afraid.&nbsp; We even stood before DICE&#039; top devs and producers and they confirmed that there&#039;s nothing to be done.&nbsp; The reason it happens is quite literally the lag between the time you fire the weapon to the time the server registers that firing and starts predicting the projectile&#039;s path.&nbsp; The projectile (and the hit) you see on your screen are milliseconds ahead of the server, and in this game the hit effect is all client side.&nbsp; It doesn&#039;t do it when the server registers the hit but when the client thinks a hit has happened.&nbsp; saves on bandwidth and for bf2/2142 it was easily good enough.</p><p>Unfortunately for us though we have pushed the engine lightyears beyond what it was designed for.&nbsp; Never did they imagine you would be fighting more than a few hundred metres, let alone engaging people at up to 3km away in the game.&nbsp; Even at &quot;close&quot; range you&#039;re still 2-400 metres away from the other ship and moving extremely fast in 3 dimensions.&nbsp; And to top it off the blaster bolts are a LOT more visible than, say, bullets.&nbsp; Plus blasters aren&#039;t known to &quot;bounce&quot; the way bullets are, further creating the mental stress.</p><p>The only thing I can recommend is to turn your crosshair colours red (it&#039;s a lot cooler that way) and use that as an indicator that you&#039;re hitting, rather than the puffs of smoke.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Woodrow)]]></author>
			<pubDate>Thu, 21 Feb 2008 22:12:34 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97905#p97905</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97904#p97904</link>
			<description><![CDATA[<p>yea... we tested this with the 2142 gunships a looong time ago because we noticed it in testing... The hits bounce off&nbsp; or something... I am not sure but I think it had to do with what angle you hit them at... </p><p>Which I assume is why they &#039;bounce off&#039; during a dogfight often because you are nearly never directly behind em.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Thu, 21 Feb 2008 22:04:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97904#p97904</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97893#p97893</link>
			<description><![CDATA[<p>We understand and definitely share the frustration with this particular bug, but unfortunately we are incapable of fixing it as it is a problem with the game engine.&nbsp; I would advise sending an email to DICE if you would like to see this fixed.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Thu, 21 Feb 2008 21:01:46 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97893#p97893</guid>
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			<title><![CDATA[Re: Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97892#p97892</link>
			<description><![CDATA[<p>poor hit detection (of the bf2142 engine) and lag are main causes for this, but trust me, the bolts do damage to wherever they hit the vehicle!!</p>]]></description>
			<author><![CDATA[null@example.com (HagenSaubauch)]]></author>
			<pubDate>Thu, 21 Feb 2008 21:01:31 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97892#p97892</guid>
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			<title><![CDATA[Space Invunerability Glitch - Please fix]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=97881#p97881</link>
			<description><![CDATA[<p>I know this has been brought up before.</p><p>Whilst dogfighting, a few of my fighter&#039;s blaster hits have no effect, usually when I shoot any part other than the TIE&#039;s cockpit.&nbsp; Well, most have no effect.&nbsp; For a fighter pilot such as myself, this gets more than annoying, often leading to my death.&nbsp; Embarrassing.&nbsp; I emphasize the fixing of this.</p>]]></description>
			<author><![CDATA[null@example.com (Suriander)]]></author>
			<pubDate>Thu, 21 Feb 2008 19:50:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=97881#p97881</guid>
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