gG-Unknown Posted April 8 Share Posted April 8 I have noticed the wierd misfire again. Check the vid. Quote Link to comment Share on other sites More sharing options...
Kouki Posted April 9 Share Posted April 9 3 hours ago, gG-Unknown said: I have noticed the wierd misfire again. Check the vid. Thanks, we'll give it a look Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted April 11 Author Share Posted April 11 Another case. If I understand correctly the current mechanic, (feel free to correct me). 1. Character roll %, 2. if % is under the hit chance then he hit the central tile Sucess 3. if the roll is higher. then another two random rolls are made a] for angle, in range +/- 10 degree b] for deviation 4. grenade calculates new ballistic curve for the new target 5. hit the new target What we see here is a miss chance which has about 45degree change and some massive deviation too. It looks to me like the old code somewhat sneak in again. Quote Link to comment Share on other sites More sharing options...
Chris Posted April 11 Share Posted April 11 On 4/9/2025 at 12:56 AM, gG-Unknown said: I have noticed the wierd misfire again. Check the vid. The scatter on the grenade launcher is a bit wild here - it looks like it's shooting about 45 degrees to the right, which is too much. The problem looks much worse because the game traces the path to see what intervening object will be hit, but then it fires the grenade at the tile in front of the intervening object. So instead of looking like the grenade smacks into the wall of a building (hitting it mid-way through the arc), it instead calculates a whole new full arc that ends just in front of the object and never actually hits the intervening object. Fixing that will make a lot of these issues go away, because it'll be obvious what's actually happening. It's just a complicated fix and we haven't had time to do it yet. Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted April 11 Author Share Posted April 11 (edited) 32 minutes ago, Chris said: the game traces the path to see what intervening object will be hit, but then it fires the grenade at the tile in front of the intervening object. So instead of looking like the grenade smacks into the wall of a building (hitting it mid-way through the arc), it instead calculates a whole new full arc that ends just in front of the object and never actually hits the intervening object. I see. So grenade made a miss % roll. It Should hit just a corner of the intervening building, but calculating algorithm used the whole object (e.i. centre of the building) as a new target. It sounds overcomplicated indeed. I am not a mathematician wizard, but something reliable have to exist, all those CounterSttrikes/Fortinight shooters have to use a ballistic maths in 3d which goes fast and precise. Also one note, when you reserve time for a grenade day improvement, make ballistic curve flexible. Hand grenade should moderate lenght (range) by initial velocity, but grenade luncher not. Grenade Luncher projectile initial velocity must be the same, all the time, range regardless. Ballistic curve for grenade luncher shooting at 3 tile distance should be almost straight. Current curve is nonsense :-] When you get to this point, set ballistic curve also for rockets on MARS. Set them very flat ballistic curve ( faster initial velocity than R.Luncher). This will look great. Edited April 11 by gG-Unknown Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted April 17 Author Share Posted April 17 Another case. Thing is getting even wilder. It do not fallow you previous explanation of alghoritm using a wrong part of a large object as new miss-target. he is on 5.23 e.i. the day-night bug is still active. Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted April 19 Author Share Posted April 19 Another case. This one looks almost good, almost. Misfire angle is ok, but misfire range deviation is way off. About half of intended range. I think that misfire deviation (the range from intended target) should be computed. Based on range.The formula goes simple like this : triangle which spans between soldier ( standing on vertex with internal max angle 20 degree ) then intended target is in the middle of hypotenuse. Max range of misfire is half length of Hypotenuse. So basically, misfire possible targets are located in a circle around the intended target. Size of the circle is set by range. It meeans, closer you aim, shorter misfire deviation you get. Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted April 19 Author Share Posted April 19 I have found a triangle calculator for you. It is a soldier standing on C shooting at range 15 tiles, max miss angle is +/- 10 degree then misfire deviation is based on Side c = 5,209 tiles. Side c is a width of circle, so the misfire range we looking for is half >>> rounded up >>> 3 tiles. It is wise to exclude the intended target from possible missfire targets, this way we prevent a paradox that miss could change into hit. So we simply run a random function from 2 up to 3. Well we see that when target is in the range of 15 misfire is either 2 OR 3 tiles. Current results are wildly broken. https://www.calculator.net/triangle-calculator.html?vc=20&vx=15&vy=15&va=&vz=&vb=&angleunits=d&x=Calculate Quote Link to comment Share on other sites More sharing options...
Zwane Posted April 22 Share Posted April 22 omg its GGbeyond himself who speak ? i love your lets play Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted April 25 Author Share Posted April 25 (edited) Misfire Grenade on your own toe and hit two team mates too. Eyeballing gas grenade effect vid is recorded on 5.25.0 most probably Edited April 25 by gG-Unknown Quote Link to comment Share on other sites More sharing options...
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