Topic: The dreaded "space invulnerability bug"

...might be helped out by just using hitbox meshes for flying vehicles that are oversized, bigger than the visible mesh of the vehicle.

Lasers (the actual projectile, not the visual part) could be made larger as well.

Would this help combat the annoyance of the bug at all?  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.

I'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.



Thoughts?

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Re: The dreaded "space invulnerability bug"

the "hitbox" affects the flight physics and as far as I know there's no good way of compensating

Re: The dreaded "space invulnerability bug"

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't hit squeezey pooh on a multiplayer server because of this bug though...

How about making the laser bolts faster?

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Re: The dreaded "space invulnerability bug"

OldBoy wrote:

How about making the laser bolts faster?

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'll see many many impact effects.

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

Re: The dreaded "space invulnerability bug"

I don't understand modding or the Battlefield engine whatsoever, however would it be possible to cause the laser bolts to make an extra-large invisible 'area-of-effect' type splash damage, about the size of the ship in question, but doing the same amount of damage as a dead-on hit?

If that confused you, I mean to make the projectiles emit an invisible 'explosion' on contact that's about the size of the starfighter (e.g. 5-10 meters) that couldn't be seen, but would still damage the ship?

Again, I completely don't understand anything about what I'm talking about, but I thought I'd contribute.

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Re: The dreaded "space invulnerability bug"

There is NO invulnerability bug. You CAN lead your target from a long distance.

Look, as jay says, it'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're shooting right at the ship then chances are those hits won't register, depending on distance depends how far in front you need to shoot. If you're right on his tail then don'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.

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'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!

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7 (edited by SnakeTheFox 2009-02-11 03:32:01)

Re: The dreaded "space invulnerability bug"

Twigs wrote:

There is NO invulnerability bug. You CAN lead your target from a long distance.

Look, as jay says, it'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're shooting right at the ship then chances are those hits won't register, depending on distance depends how far in front you need to shoot. If you're right on his tail then don'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.

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'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!

Alright I was following you up until that point. Come on now, TOO easy? Of course it isn't TOO easy. TOO easy would be if everyone and their grandma could, without much effort, score a lot of kills. But that's not how it is. 'Easy' isn'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't easy for the majority of the playerbase, and that's what we're trying to fix here. Makes the mode a little unattractive at times.

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't really all that fair.

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