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Impact Point vs Cross Hairs


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#21 Sarevos

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Posted 05 November 2012 - 11:33 AM

View PostRavensol, on 05 November 2012 - 11:28 AM, said:

this is another one of the issues i have with this game it is way off in the future there using tech that we have on the drawing boards now some of it already inuse some has been inuse for over 30 years. Now the game and some plp are telling us that your targeting computor can't compensate anything all it can do is give you a hud display of a torso x and arm o. Sorry i have to call that as total poo. I am not saying i want the target computor to show me lead points to aim at based on the speed of the target but when i have the x and o dead center of a target that is the place my shot should land.

Ok so why can you hear weapons fire in space? lets just leave some things alone for the sake of mystique or creative license

#22 DrSecretStache

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Posted 05 November 2012 - 11:37 AM

When I was running any kind of projectile weapon (I especially noticed it with an arm mounted ppc in a commando), the weapon never seems to hit where the reticle is aiming. No, I don't want my computer to track, but I would like it to tell me the truth. When my own targetting computer is lying to me, paranoia is just a symptom of the problem.

Same thing really with the A/C, I'll mention, with the Hunchback. Never hits center. ESPECIALLY when I'm turning in a circle. That may be by design, but it is still incredibly annoying for the projectile to not go where it is saying it will go.We're not dealing with rifles here. And I'm completely fine with having to lead a target: I'm being serious when I say that the projectile will NOT land where the reticle says it will land, even if I'm not moving.

#23 QuantumStorm

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Posted 05 November 2012 - 11:38 AM

Another thing to take into account is leading your target.

Most time due to leading a target my crosshairs aren't even over the target mech but in front of their estimated route of travel.

Now if this happens to have them resting over an object at say 250 meters like a pipe or rock outcropping. And your target is say 300 meters away. your projectiles will converge at 250 and you'll see it cross over to the other side of where you exp[ected at 300 meters.

This tends to happen most frequently with close in brawling and the ground level.

#24 Ravensol

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Posted 05 November 2012 - 11:59 AM

the reply i made i goofed and was as clear as mud evidently. The most clear example of what i am talking about is I am in my gaus cat i am standing still the target is a awsome at 300m he is standing still i aim at that huge head he has and i nail him in the nuts he doesn't move i shoot again i hit him in the head bot times i aimed at the same spot but hit a differant spot this is not a convergence problem it is a lying target computor. The fix i purpose for this is make it known balistic weapons have a drop (wich has been talked about already) but also add in a ladder site if u are using a balistic weapon. As for creative ... i agree they should do that in some area's but not with aiming that is to vital to the game to mess with.

#25 Lane

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Posted 05 November 2012 - 12:05 PM

I have noticed this convergence issue on the hunchback for sure, sometimes I get the same thing using lasers.

I catch myself shaking the mouse after a shot doesn't hit where aimed, it is becoming a bad habbit actually. Maybe it helps?

Lane

#26 CMDR Sunset Shimmer

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Posted 05 November 2012 - 12:22 PM

View PostJewBoy, on 05 November 2012 - 10:38 AM, said:

- Why is it that modern day fire control computers automatically adjust for offset, yet the fire control computers 1000+ years in to the future, can not?


IF YOU TRY TO APPLY REAL WORLD LOGIC TO BATTLETECH, YOU'RE GONNA HAVE A BAD TIME OK!

#27 lsp

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Posted 05 November 2012 - 12:38 PM

View PostJewBoy, on 05 November 2012 - 10:46 AM, said:

First off, you should be saying projectiles; ballisitcs are study of projectiles. Two, I all ready acknowledged that when I said "...modern day fire control computers automatically adjust for offset..."


Which is why i'm asking "What distance are the cross hairs zeroed at?"

People on this website and the people making this game, don't understand real world ballistics. Your wasting your time, believe me.

#28 ExavierMacbeth

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Posted 05 November 2012 - 12:56 PM

View PostJewBoy, on 05 November 2012 - 10:38 AM, said:

- What distance are the cross hairs zeroed at?

This is probobly something that noone but a developer is going to be able to answer and I dout its as simple as a "this happens at X distance".

View PostJewBoy, on 05 November 2012 - 10:38 AM, said:

- Why is it that modern day fire control computers automatically adjust for offset, yet the fire control computers 1000+ years in to the future, can not?

Because it wouldn't be fun if there was no skill involved & because after almost nuking eachother out of existance the Battletech univser lost alot of advanced electronics systems. Heck thats like asking why streaks are the only self guided munition in the game... All the others go dumb fire unless you remain locked on -_-

Truth is the control computers do try and adjust which is why we have convergence on the weapons. However as has been mentioned its slow (you are shifting a multiple "ton" weapon system) and it adapts to what your aiming at. Some of the strange shots I have had with my uac/5s are usually caused by the cross hairs slipping off the target for a moment. Specifically between a mechs legs, between the arms/torso, ect. This causes the range finder to attempt to line up on whatever terrain is behind the target (which could be a few hundread meters depending on angle of the shot) and the weapon shifts to compensate causing you to miss the target.

#29 DrSecretStache

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Posted 05 November 2012 - 01:04 PM

It's not really the convergence that is being discussed. I think the best way to explain it with words is that it's like the chest reticle is looking to where you the pilot is looking, not the weapon. Often, both of them do line up, but there are many times, especially when maneuvering, when they don't. I would much rather it be the other way around, that the reticle is aiming where the weapon is aiming. You would still have to lead the target and everything, but at least you would know that if you were leading correctly, you would most likely hit if you got skilled enough.

#30 Weiland

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Posted 05 November 2012 - 01:10 PM

I keep tellin' yah. It's a convergence issue. Your rangefinder is just either 1) tagging the wrong range (if you don't have a perfectly clear window), 2) lagging behind due to a moving target or latency in general, or 3) taking longer to adjust than you give it before you fire.

Also. Arms. Wonky.

#31 Beo Vulf

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Posted 05 November 2012 - 01:24 PM

View PostJack Corvus, on 05 November 2012 - 10:41 AM, said:

Your ballistics are exiting your mech at the actual point where they are mounted. That's all there is to it. On an Atlas, that means there's an obvious right-and-down exit point. On a hunchback, right-and-top. Edit: And of course they'll land relative to the crosshair in the same position because the cross is your center.

Right now the lag shield has more to do with this than the placement of the weapon. Hopefully it will be fixed soon and weapons will actually hit where and what you aim at.Give a jenner a double box lead at 150 meters and you will still shot behind him.

#32 Sarevos

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Posted 05 November 2012 - 01:28 PM

View Postlsp, on 05 November 2012 - 12:38 PM, said:

People on this website and the people making this game, don't understand real world ballistics. Your wasting your time, believe me.


Actually they have a pretty good idea of the study of ballistics it just doesnt work well with no complex physics engine to control things like gravity inertia and air resistance so the idea of implementing a proper system for it is rather pointless...

by which i mean you dont really understand real world game design and computing =P

Edited by Sarevos, 05 November 2012 - 01:29 PM.


#33 JewBoy

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Posted 05 November 2012 - 03:36 PM

View Postlsp, on 05 November 2012 - 12:38 PM, said:

People on this website and the people making this game, don't understand real world ballistics. Your wasting your time, believe me.


Unfortunetly it seems like youre right. If its any condolance I do, I have a copy of QuickLOAD & QuickTARGET 3.6.5.

So there are 32 posts in this thread, yet no one can tell me what range the crosshairs are zeroed at? Wow. It just seems like everyone here is trying to inflate their post count.

Edited by JewBoy, 05 November 2012 - 03:37 PM.


#34 P4riah1

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Posted 12 December 2012 - 09:50 AM

This is something I'm curious about as well.
I recently built a HBK-4H with a Gauss, and I'm finding sniping difficult. I'm well aware that weapons need time to converge on target, but even after that, it STILL fires off to the left.

An example: a match on River City turned into a sniping match across the northern most bridge. Mostly heavy Mechs standing still shooting LLAS and PPCs at each other. Many times I gave my guns a good 2-3 seconds resting on stationary mechs, and even at only 400 meters or so (well within the gauss' max range) the shot still went slightly left. I learned to rest the crosshairs on the mechs (cataphracts in this case), then aim at their left shoulder and score CT hits.

I've also noticed this same offset on my 2 LLAS hunchback. Except on this mech it would shoot left or right, and it would change match-to-match.

This is obviously some bug or whatever. I MIGHT see it not being a bug with the shoulder mounted weapon, but why are two arm mounted lasers drifting left sometimes for a match and then right the next match?





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