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	<title type="html"><![CDATA[First Strike Forums — The dreaded "space invulnerability bug"]]></title>
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	<updated>2009-02-12T18:34:41Z</updated>
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		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=121604#p121604" />
			<content type="html"><![CDATA[<p>Difficult ?<br />Hell, even I mostly leave a space map with positive K/D...</p><p>Space Combat is easy:</p><p>-Join a Squad or create one<br />-As Squad Leader give Attack / Defend Orders, as Squad Meber follow these orders or stay close to other squad members<br />-If you spot a target, set probing shoots in front of him - single shoots, not continuous fire<br />-look for the hit indicator - if your probing shoot scores a hit, pull the trigger until the target is destroyed<br />-if the probing shoot doesn&#039;t hit correct your lead<br />-don&#039;t be silly and shoot continuos if the target is too far away: By doing so you will revale your position to any other enemy fighter<br />-the reason for being in a squad: Stay together (its simple in a squad, just follow the green icons in HUD &amp; Map) and concentrate fire at one target. Yeah, it&#039;s unfair, but war isn&#039;t a game <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>it&#039;s also a good idea to get the singleplayer Minimod and partice on Battle of Yavin with it.</p>]]></content>
			<author>
				<name><![CDATA[Alreech]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1975</uri>
			</author>
			<updated>2009-02-12T18:34:41Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=121604#p121604</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=121600#p121600" />
			<content type="html"><![CDATA[<p>What Twigs says. The problem isn&#039;t that it&#039;s difficult per se, the problem is that it&#039;s everything but intuitive to beginners, who really have no way of knowing there&#039;s no way to score confirmed hits unless you&#039;re straight behind or in front of an enemy or firing at something slow-moving.</p><p>I&#039;d love for the engine limitation to go away, too, but for the moment, it seems it&#039;s a no-go unfortunately <img src="https://forums.fsmod.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /> .</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2009-02-12T17:20:35Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=121600#p121600</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=121599#p121599" />
			<content type="html"><![CDATA[<p>Nah, I&#039;d say thats the perfect way to refer to Twigs.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2009-02-12T17:12:24Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=121599#p121599</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=121598#p121598" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>SnakeTheFox wrote:</cite><blockquote><p>Alright I was following you up until that point. Come on now, TOO easy? Of course it isn&#039;t TOO easy. TOO easy would be if everyone and their grandma could, without much effort, score a lot of kills. But that&#039;s not how it is. &#039;Easy&#039; isn&#039;t having it so only space-vets of the X-wing/TieFighter days actually getting kills in a dogfight. It may be easy for you, sure, but it definitely isn&#039;t easy for the majority of the playerbase, and that&#039;s what we&#039;re trying to fix here. Makes the mode a little unattractive at times.</p></blockquote></div><p>Concur.</p><p>It may be easy to get kills in space when the other guys don&#039;t know what they&#039;re doing.. Otherwise its difficult.</p><div class="quotebox"><cite>SnakeTheFox wrote:</cite><blockquote><p>Excusing this game because of the antics of an old relic (a good relic, but a relic nonetheless)...</p></blockquote></div><p>That&#039;s no way to refer to Twigs <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[RSF Angel]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1548</uri>
			</author>
			<updated>2009-02-12T16:37:32Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=121598#p121598</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=121559#p121559" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Twigs wrote:</cite><blockquote><p>There is NO invulnerability bug. You CAN lead your target from a long distance.</p><p>Look, as jay says, it&#039;s all down to lag/latency, just learn to compensate for it. Many of the good pilots in FS will no doubt agree with me, if you&#039;re shooting right at the ship then chances are those hits won&#039;t register, depending on distance depends how far in front you need to shoot. If you&#039;re right on his tail then don&#039;t shoot unless you have the front of his ship in sight, that way you can be sure that the point of impact will be roughly in the center.</p><p>As an XvT and XWA vet from the days of dial up, this game is a freaking dream when it comes to taking people down in space. I&#039;m sure other xvT and XWA vets here feel the same as well, <strong><em>in fact, I often think that the space maps are a little TOO easy when it comes to getting kills!</em></strong></p></blockquote></div><p>Alright I was following you up until that point. Come on now, TOO easy? Of course it isn&#039;t TOO easy. TOO easy would be if everyone and their grandma could, without much effort, score a lot of kills. But that&#039;s not how it is. &#039;Easy&#039; isn&#039;t having it so only space-vets of the X-wing/TieFighter days actually getting kills in a dogfight. It may be easy for you, sure, but it definitely isn&#039;t easy for the majority of the playerbase, and that&#039;s what we&#039;re trying to fix here. Makes the mode a little unattractive at times.</p><p>Anyhow, it really does need some kind of even minor fix. Excusing this game because of the antics of an old relic (a good relic, but a relic nonetheless) like XvT from the days of dial-up AOL accounts and horrible alternative rock bands isn&#039;t really all that fair.</p>]]></content>
			<author>
				<name><![CDATA[SnakeTheFox]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2653</uri>
			</author>
			<updated>2009-02-11T07:30:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=121559#p121559</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=121555#p121555" />
			<content type="html"><![CDATA[<p>There is NO invulnerability bug. You CAN lead your target from a long distance.</p><p>Look, as jay says, it&#039;s all down to lag/latency, just learn to compensate for it. Many of the good pilots in FS will no doubt agree with me, if you&#039;re shooting right at the ship then chances are those hits won&#039;t register, depending on distance depends how far in front you need to shoot. If you&#039;re right on his tail then don&#039;t shoot unless you have the front of his ship in sight, that way you can be sure that the point of impact will be roughly in the center.</p><p>As an XvT and XWA vet from the days of dial up, this game is a freaking dream when it comes to taking people down in space. I&#039;m sure other xvT and XWA vets here feel the same as well, in fact, I often think that the space maps are a little TOO easy when it comes to getting kills!</p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2009-02-10T20:14:12Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=121555#p121555</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=121530#p121530" />
			<content type="html"><![CDATA[<p>I don&#039;t understand modding or the Battlefield engine whatsoever, however would it be possible to cause the laser bolts to make an extra-large invisible &#039;area-of-effect&#039; type splash damage, about the size of the ship in question, but doing the same amount of damage as a dead-on hit?</p><p>If that confused you, I mean to make the projectiles emit an invisible &#039;explosion&#039; on contact that&#039;s about the size of the starfighter (e.g. 5-10 meters) that couldn&#039;t be seen, but would still damage the ship?</p><p>Again, I completely don&#039;t understand anything about what I&#039;m talking about, but I thought I&#039;d contribute.</p>]]></content>
			<author>
				<name><![CDATA[SnakeTheFox]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2653</uri>
			</author>
			<updated>2009-02-09T21:54:43Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=121530#p121530</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110271#p110271" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>OldBoy wrote:</cite><blockquote><p>How about making the laser bolts faster?</p></blockquote></div><p>AFAIK the laser bolt projectiles in space are the same as any machine gun on vehicles in vanilla, only faster and higher volume (you can see the impacts of the real projectiles if you shoot at the hull of a capitol ship, you&#039;ll see many many impact effects.</p><p>The effectiveness in single player you felt would be what multiplayer FS would be like with no latency between you and the server, the server to the enemy client, then the enemy client to the server, then the server to you</p>]]></content>
			<author>
				<name><![CDATA[FSDev| JayBiggS]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=446</uri>
			</author>
			<updated>2008-07-07T08:15:08Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110271#p110271</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110268#p110268" />
			<content type="html"><![CDATA[<p>I played a space map in Singleplayer and it was awesome! For a Tie-Fighter I had to land 2-3 targeted shots to destroy it. I don&#039;t hit squeezey pooh on a multiplayer server because of this bug though...</p><p>How about making the laser bolts faster?</p>]]></content>
			<author>
				<name><![CDATA[OldBoy]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1238</uri>
			</author>
			<updated>2008-07-07T06:58:46Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110268#p110268</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110255#p110255" />
			<content type="html"><![CDATA[<p>the &quot;hitbox&quot; affects the flight physics and as far as I know there&#039;s no good way of compensating</p>]]></content>
			<author>
				<name><![CDATA[FSDev| JayBiggS]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=446</uri>
			</author>
			<updated>2008-07-07T03:31:03Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110255#p110255</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[The dreaded "space invulnerability bug"]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110253#p110253" />
			<content type="html"><![CDATA[<p>...might be helped out by just using hitbox meshes for flying vehicles that are oversized, bigger than the visible mesh of the vehicle.</p><p>Lasers (the actual projectile, not the visual part) could be made larger as well.</p><p>Would this help combat the annoyance of the bug at all?&nbsp; I know that a lot of ground fans just get frustrated by space because you can get so many glancing blows into an enemy in a dogfight, with no effect whatsoever.</p><p>I&#039;d love to be looping around chasing an enemy, and like in any flight sim be able to lead my target a moderate amount and score some solid hits.</p><br /><br /><p>Thoughts?</p>]]></content>
			<author>
				<name><![CDATA[Canadiens1160]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=246</uri>
			</author>
			<updated>2008-07-07T03:06:13Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110253#p110253</id>
		</entry>
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