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Thread: Leading target indicator does not seem to take into account distance
Polarbear868 wrote:
It's off if the ship is turning on a curve as you aim/fire. It's best to fire on the edge of the target indicator on the side nearest to the ship.
Yes, that is true also... and I figured that was because the leading target indicator was tracking in a straight line along the major axis of the target taking into account and direction. The pilot has to make adjustments for a non-straight path. I should have mentioned that as well.
However the distance part even on a curved path should not have the ship still between the bottom of my screen and reticle when it is "hit" by my blaster as the blaster clearly fires "straight" and disappers into the void.
Kharn_JB wrote:
Did you take lag into consideration? Having played many FPS online i can definately say that a ping of over 100 definately does have a noticable impact on hitting moving target. The more lag the more you have to 'over shoot' your mark. I've also notice as well that the fast you're moving the more oyu need to over shoot as well, which is likely related to lag.
Yes I did account for lag. That is why I attempted this multiple times. In addition, I did not have to "adjust" my firing to account for lag (i.e. fire early to account for the difference between where the server says the ship is and my computer thinks where the ship is).
Also, I tested this at 0 velocity to reduce other factors. Also, there were no other ships on screen (a few on radar at distance) and no other major graphic-intensive features like nebula or asteroids.