More serious niggle of the week

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JensAyton
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More serious niggle of the week

Post by JensAyton »

Several times now I’ve encountered laser-impervious entities – there are no impact effects and they don’t take damage. I’m pretty sure other people have mentioned this. It’s annoying to have a perfect position behind a Weeviloid Hunter and then have to waste two EMP-hardened missiles on it. :-/

Oh, and I’ve scooped at least two Trumble cannisters without being affected. Is this a bug, must food be present or am I just lucky? :-)

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Re: More serious niggle of the week

Post by Cmdr. Wombat »

Ahruman wrote:Several times now I’ve encountered laser-impervious entities – there are no impact effects and they don’t take damage. I’m pretty sure other people have mentioned this. It’s annoying to have a perfect position behind a Weeviloid Hunter and then have to waste two EMP-hardened missiles on it. :-/
I've also noticed this with Weeveloid Hunters. Nothing else. Just the Hunters...
It is generally inadvisable to eject over the target you just bombed.

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Arexack_Heretic
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Re: More serious niggle of the week

Post by Arexack_Heretic »

Ahruman wrote:Several times now I’ve encountered laser-impervious entities – there are no impact effects and they don’t take damage. I’m pretty sure other people have mentioned this. It’s annoying to have a perfect position behind a Weeviloid Hunter and then have to waste two EMP-hardened missiles on it. :-/

Oh, and I’ve scooped at least two Trumble cannisters without being affected. Is this a bug, must food be present or am I just lucky? :-)
No not lucky, just average. :p
check out the eagidian x-ships oxp shipdata.plist:
you'll see that only 1:10 trumble containers contain viable trumbles.
So you'll only be lucky if you scooped 11 of them without getting a trumble.

:)

about the we evils: maybe a subunit invulnerability issue?
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Post by aegidian »

I've also noticed odd collision / laser-hit problems with Thargoids. It's a problem allright.

I'm researching a better approach to collision detection based on deriving an octree representation of the volume of each ship for v1.63+.

It's quite an efficient system and as Ahruman has pointed out, it's got to be better than sucky poly-poly collision detection.

That'll let missiles launch from the concave structures of ships for example.
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Post by Rimbaud »

aegidian wrote:I've also noticed odd collision / laser-hit problems with Thargoids. It's a problem allright.

I'm researching a better approach to collision detection based on deriving an octree representation of the volume of each ship for v1.63+.

It's quite an efficient system and as Ahruman has pointed out, it's got to be better than sucky poly-poly collision detection.

That'll let missiles launch from the concave structures of ships for example.
This is definitely a problem for me: I often can't hit Thargoids or Thargons at all. I mentioned this here: http://www.aegidian.org/bb/viewtopic.ph ... highlight=

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Post by Rxke »

aegidian wrote:I've also noticed odd collision / laser-hit problems with Thargoids. It's a problem allright.
It sure is strange: when I encounter one, start shooting it, everything ok, the hits 'register', but then after it launches its robot-fighters, it looks like it becomes impervious...

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Post by Cmdr. Wombat »

Rxke wrote:
aegidian wrote:I've also noticed odd collision / laser-hit problems with Thargoids. It's a problem allright.
It sure is strange: when I encounter one, start shooting it, everything ok, the hits 'register', but then after it launches its robot-fighters, it looks like it becomes impervious...
Makes thargoidwars.oxp a tad more... exciting. :shock:
It is generally inadvisable to eject over the target you just bombed.

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