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Thread: Convergance not needed in JTL
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truewildman
Fri Dec 17, 2004 3:29 pm
#14
Heheh. Doood...you just showed your age, man....
Wokka wrote:
truewildman wrote:
Wokka is bang on. This is proven by the fact that for a while in beta, there were no visible lasers, even though you were still doing damage.
The lasers are purely cosmetic.
Lol you said "bang" huh huh uh uh huh
LRRCP
Sat Dec 18, 2004 4:15 am
#15
I have found at times shooting the ship does damage, like when a ship stops suddenly to turn and then accelerates, the target piper will be off and you will not score a hit.
Other times the Piper is to far ahead on deflection shots to hit.
For those who demand convergence no space sim I have ever played allowed convergence, flight sims online though do.
default convergence should be set at the max range of the weapons.
If you believe setting them closer will help you then you should consider the closer you set the convergence the further off your shots pattern will be at longer ranges.
point being setting a close quarters convergence of say 100m and shooting at a target at 600 all your weapons could miss a dead on target depending on the amount of spacing of the weapons.
Amuro0079
Sat Dec 18, 2004 4:47 am
#16
So you never played XWA?
LRRCP wrote:
IFor those who demand convergence no space sim I have ever played allowed convergence, flight sims online though do.
Trienco
Sat Dec 18, 2004 1:13 pm
#17
so essentially youre saying the only thing deciding if you hit or not is if your reticle is close enough to the target indicator? thats what it "feels" like most of the time and would explain why despite all the nice visual feedback of shields lighting up etc. you never really hit the target if youre not close to that point. problem is: when a ship is flying an arc your target has to be "off" that point to actually hit and thats where i originally threw that theory out the window. another annoying side effect is that "blindly" shooting a close ship is pretty hard, because you get pointless visual feedback implying a hit when you actually miss. wouldnt it make a lot more sense to only give this feedback when the server sends back the result of a hit (ie new target stats), or are they saving a lot of bandwidth by only updating stats for the targeted ship and require completely client side "eyecandy" because of that?
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