Congrats to the latest patch.

Discussion in 'Planetary Annihilation General Discussion' started by theredstone, December 21, 2014.

  1. igncom1

    igncom1 Post Master General

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    [​IMG]
  2. cdrkf

    cdrkf Post Master General

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    All the things you mention are controlled via the json files and are just numbers in a text document essentially. TA was the same as well. You can fiddle with the settings (e.g. adjust gravity, velocity, turn rate etc) and the movement will change. Note the *animation* may be 'smoother' in SupCom, however that is how the projectile is displayed and relates to the graphics engine rather than the physics simulation.

    Actually one thing occurs to me that may cause this effect, does the sim run faster in sup com by any chance (e.g. based on frame rate like 1 tick per 2 frames or something?). That would explain things looking 'smoother', it would also explain any anomalies with hit boxes. In PA a sim tick is fixed at 0.1 seconds. Thing is fast projectiles probably hit quick enough to not be dealt with 100% accurately which could mean a 'hit' is displayed in slightly the wrong place if it occurred between ticks?
  3. cola_colin

    cola_colin Moderator Alumni

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    I *think* that SupCom also had 10 sim ticks per second. But don't pin me on it.
  4. cdrkf

    cdrkf Post Master General

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    So the same as PA then... Fair enough. Just curious as to why there is a perceived difference. It's probably related to the animations / gfx engine then (or maybe simply that SupCom's slower projectiles look smoother because they move slower?).
  5. squishypon3

    squishypon3 Post Master General

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    Yeah projectiles in SC moved slower, pretty sure PA's projectiles look exactly as they should; I've slowed the projectiles before for my Tactical Annihilation mod. :p
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  6. igncom1

    igncom1 Post Master General

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    Humm, then what causes the hulkins and such units to have errors with their weapons?

    Like shells taking a 90 degree turn at the top of their arcs, or refusing to fire?
  7. squishypon3

    squishypon3 Post Master General

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    Not sure about either of those, the 90 degree turn sounds silly.

    The only inaccuracy implemented in the game is sometimes the shell goes left, right, etc... But nothing should change it's trajectory there after unless it was some bug or the projectile was a missile. :p
  8. igncom1

    igncom1 Post Master General

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    Yeah the 90 degree turning thing didn't affect the outcome of where the shell should have landed, but it did kinda arrive sooner then it should have.
  9. squishypon3

    squishypon3 Post Master General

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    Well projectiles are slow enough and hitboxes are correct enough to allow dox to studder step.

    Also talking about exaggerated projectile arcs, come on you don't think the Lobber has a hilariously over exaggerated projectile arc? Heck I think it needs to be toned down!

    (Currently there are only two arc types, low arc, and high arc, that is why trajectories may look less varied... Because there are only two!... That is without taking into account the infinite number of trajectories on weapons that actually do have inaccuracy.)
  10. theseeker2

    theseeker2 Well-Known Member

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    I don't know, your models aren't Uber's
  11. Raevn

    Raevn Moderator Alumni

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    Glitching like you describe can be caused by differences between the client & server. The client does a lot of estimation and guesswork, but if it receives updated info from the server it will use that. If the server info is different from the guess, then you may see jumping - this is why time dilation was introduced, to avoid this in some circumstances. But there are others where it can occur, especially if your network connection isn't stable and the client loses contact for a short while.

    Edit: Can confirm that Sup Com used 10 sim ticks per second.
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  12. squishypon3

    squishypon3 Post Master General

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    As Raevn said it's just client side I suppose, as in just visually to you.

    My models and Uber's models work the same; there is nothing in the code to specify hitbox size as far as I can tell.
  13. cola_colin

    cola_colin Moderator Alumni

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    I think the json files property that dictate how big the unit is control the size of the hitbox.
  14. squishypon3

    squishypon3 Post Master General

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    I'm unsure, I think that's only for pushing other units, I could be wrong though. :p
  15. cola_colin

    cola_colin Moderator Alumni

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    No I am quite sure, I dealed with in in rescale PA.

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