Jump to content

Convergence System And Ballistic Weapons


124 replies to this topic

#121 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 06 January 2013 - 10:26 AM

Totally agree. this is a very important issue that needs fixing.

#122 jakucha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 2,413 posts

Posted 06 January 2013 - 10:29 AM

Something definitely feels wrong with most ballistics in this game. Hope they can fix it soon.

#123 Sir Wulfrick

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 872 posts
  • LocationIn a warship, over your planet :-)

Posted 06 January 2013 - 10:49 AM

I do agree with the OP, and the various diagrams that people have posted are very useful illustrations of the problem.

My preferred solution, as others have posted, would be pilot-selectable convergence settings:

1. Automatic, i.e. weapons converge at weapon-specific crosshair distance (as it is now).
2. Weapons converge at the distance of the currently locked target.
3. Weapons converge at a selectable pre-set distance (has to be set in mechlab, shades of WW2 aircraft gun convergence here).

A possible problem with option 2 is that this would probably require a targeting computer, something that we're not going to see for years: http://www.sarna.net...geting_Computer

#124 GaussDragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,183 posts
  • LocationToronto

Posted 14 January 2013 - 06:45 PM

Bump for support (ran out of likes today)

#125 Bulef

    Member

  • PipPipPipPipPipPipPip
  • 531 posts

Posted 03 April 2013 - 08:27 AM

I made a few images to better represent.

Posted ImagePosted ImagePosted Image





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users