

Anyone Else Having Missiles Damage Rear Armor From The Front?
#1
Posted 01 August 2018 - 04:34 PM
#2
Posted 01 August 2018 - 05:06 PM
#3
Posted 01 August 2018 - 07:52 PM
#4
Posted 01 August 2018 - 08:18 PM
#5
Posted 01 August 2018 - 08:32 PM
Xetelian, on 01 August 2018 - 05:06 PM, said:
Yep. Been around since Beta, probably earlier. Not sure if it's an unfixable issue with the engine or if PGI just never bothered trying but either way it's unlikely to ever change.
#6
Posted 01 August 2018 - 08:45 PM
#7
Posted 02 August 2018 - 06:11 AM

Maddermax, on 01 August 2018 - 08:18 PM, said:
Disconnected mechs often have their hitboxes shifted, they are not really comparable to how 'live' mechs behave.
Edited by Daggett, 02 August 2018 - 06:38 AM.
#8
Posted 02 August 2018 - 07:04 AM
#9
Posted 02 August 2018 - 07:05 AM
Edited by Eisenhorne, 02 August 2018 - 07:06 AM.
#10
Posted 02 August 2018 - 08:44 AM
#11
Posted 02 August 2018 - 11:47 AM
LordNothing, on 01 August 2018 - 08:45 PM, said:
I have been saying this for over a year now. But for pgi i think the server has 30 ticks per second. Would be nice if someone oculd confirm that teh gauss is traveling 130m between two ticks.
#12
Posted 02 August 2018 - 05:34 PM
LordNothing, on 01 August 2018 - 08:45 PM, said:
Look up ray tracing.
I cannot believe even PGI would be incompetent enough to use an engine that can't do continuous collision detection for projectiles. It's literally easier to do this properly than use any discrete solution.
More likely this is due to the hit box having gaps, allowing projectiles through the front armor and hitting the rear collider.
Edited by jtyotJOTJIPAEFVJ, 02 August 2018 - 05:37 PM.
#13
Posted 02 August 2018 - 06:10 PM
jtyotJOTJIPAEFVJ, on 02 August 2018 - 05:34 PM, said:
I cannot believe even PGI would be incompetent enough to use an engine that can't do continuous collision detection for projectiles. It's literally easier to do this properly than use any discrete solution.
More likely this is due to the hit box having gaps, allowing projectiles through the front armor and hitting the rear collider.
ray collisions are the most basic collision detection mode. its pretty foolproof and gives you high accuracy contact points. its why all the hit scan weapons are so damn reliable. ive got orineted bounding boxes and convex hulls so far. i also have rays, spheres and aabbs defined but not really fleshed out yet. the latter 2 are needed for the broad phase to speed things up, but im not at the point yet where i got so many objects that i need to do a broad phase pass. i think im going to go with capsule colliders for determining interframe collisions but i need to do some reserch in that area. if you get a hit in the cylinder part but not the sphere ends then you know you need to rewind time to that point and retest those objects. only reason i havent done rays yet is they collide differently with different types of objects and so require algorithms specific to each.
when a game dev really nails collision detection without including a 3rd party physics engine they really earn my respect. unfortunately developers who can do that are few and far between. i will be lucky if i can just get something that is remotely usable.
Edited by LordNothing, 02 August 2018 - 06:14 PM.
#14
Posted 02 August 2018 - 06:18 PM
Ensaine, on 02 August 2018 - 08:44 AM, said:
Yup this.
Seen it before with pretty much every weapon and when it happens to me I generally don't play for a week.
Otherwise on daily.
#15
Posted 02 August 2018 - 07:59 PM
#16
Posted 02 August 2018 - 09:08 PM
#17
Posted 03 August 2018 - 02:17 AM
LordNothing, on 02 August 2018 - 06:10 PM, said:
Just test the collisions in the target's reference frame. That way you can use the tightest possible bounding boxes and there's no need to faff about with rewinding time.
LordNothing, on 02 August 2018 - 06:10 PM, said:
Congrats, you only need to do the easiest part then!
LordNothing, on 02 August 2018 - 06:10 PM, said:
Shouldn't that be the bare minimum standard of quality rather than something impressive? It's really not as hard as you make it out to be. I had working collision detection in my 0-budget game engine and I had no clue what I was doing.
#18
Posted 03 August 2018 - 02:31 AM
Edited by Tetatae Squawkins, 03 August 2018 - 02:31 AM.
#19
Posted 03 August 2018 - 04:11 AM
jtyotJOTJIPAEFVJ, on 03 August 2018 - 02:17 AM, said:
Congrats, you only need to do the easiest part then!
Shouldn't that be the bare minimum standard of quality rather than something impressive? It's really not as hard as you make it out to be. I had working collision detection in my 0-budget game engine and I had no clue what I was doing.
i kind of need to rewind time because im doing an engine for a newtonian space sim. i need a lot of space. torchships and all, high velocities. so long as it kind of works il be happy. of course i dont have to worry about animations or anything like that. it also doesnt help that the whole thing is written in standalone lua. its also just a hobby i break out once in a blue moon.
Edited by LordNothing, 03 August 2018 - 04:21 AM.
#20
Posted 03 August 2018 - 04:24 AM

I dunno how, but MWLL Dev´s fixed that issue with frontal shots hitting rear and vice versa .
So yeah, OP, that problem is actually quite known, but I guess PGI is too busy working away on their new game

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