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Thread: It seems some of my shots pass right through my target
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Ditolus
Wed Nov 17, 2004 10:54 am
#1
i can really notice it when i disable a target and get right up next to it. i fire at it and one volley will hit then the next volley will pass right through and the next will hit and so on. i notice this also happens when i am dogfighting as well. its frustrating too. is this a known bug?
SolRetriever
Wed Nov 17, 2004 11:05 am
#2
Ive noticed the same thing, especially right after you disbale the target. To compensate, I usually wait till the target comes to a complete stop and try not to get too close to the target once it stops.
Zeon_Zaku
Wed Nov 17, 2004 11:09 am
#3
I've noticed the same thing. It's like they're a ghost or something. It's gotta be a bug...
Aden_Nak
Wed Nov 17, 2004 11:09 am
#4
Sounds like the Top and Bottom Bug. I know I have seen posts about this before (try the Pilot Discussion Board in the list of Known Issues). Essentially, there are certain angles that shots pass through ship models without causing damage. I very often see this on my first shot, when I know I hit it (the shields spark and I hear the sound) but the shield readout still reads 100%.
Ditolus
Wed Nov 17, 2004 11:18 am
#5
i can really notice it when i disable a target and get right up next to it. i fire at it and one volley will hit then the next volley will pass right through and the next will hit and so on. i notice this also happens when i am dogfighting as well. its frustrating too. is this a known bug?
Gunman21
Wed Nov 17, 2004 11:26 am
#6
I get the exact same thing, and it takes me much longer to dogfight than others take. It's pretty frustrating.
1st_Viduus
Wed Nov 17, 2004 11:46 am
#7
I don't think it's a bug, per se, though it is a problem.
It seems that in more heavily populated areas (whether high NPC or Player or Both) the server takes a second to register the hit and update the damage, during which time it seems to put further action against the AI "on hold" so that it doesn't fall behind and eventually end up with a divide by zero or negative number or some other equally frustrating programmers nightmare. If you notice before a ship explodes the stats for components and hull go straight up to 100.Anyway while it's probably only a few milliseconds in real time, there's still xmit to - from - to to make it happen, which can amount to a hefty portion of a second - more, if your conn isn't great or the 'highways' are congested.
I'm guessing that server optimizations over the next while will correct this - remember JtL is still very new, especially under the Live server load conditions, and this code is far from polished.
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