Weapon moding questions.
Posted: Thu Jul 01, 2004 11:09 am
Hey guys.
Ive got a few questoins about weapon moding.
The questions concern fighter guns.
First, how is a guns ability to hit affected by choise of weapons graphic type (spite, blob or custom 3d model)?
Obviously if I have a custom 3d model then the bigger it is in size the easier it hits. A collision between a say sphere of radius 10 meters hits easier then a sphere of radius 2 meteres as I can be 8 more meters of in my aim, right?
My guess is that using blobs works the same way right?
But what about spites?? What exactly is the spite? Is it just the texture image rendered to the screen or is it a simplistic 3d model with 1 vertical rectangle and 1 horisontal rectangle?
If so what is the size of these rectangles and if its just the texture rendered to the screen without any model to it how does collision detection work for spites vs blobs and custom models?
Next, can I get two fixed mounted guns to converge?
Meaning. Say I have 2 wing mounted lasers on my fighter. With a standard gun set up these two shoot straight forward along the Y axis. Since the guns have a wide gun placement I will have an extreamly hard time hitting small ships as my guns shoot around them. I will need to focus on aiming one of the two guns in and will never be able to hit with both.
Inorder to fix this I would like to have my guns converg at a certain point. The convergence point would be the guns optimal range. So say that my lasers have a 10k range I would want the convergence point to be at say 6k.
This would in a real world be done through having the guns point slightly inwards towards the center of the ship.
Can I acomplish this somehow, other then using self aiming?
The problem with using self aiming is that the azumith range is an arc from the center of the gun. This means it will self aim both "in" and "out" from the center of the ship.
The problem with this is that it makes aiming too acurate as it gives you aiming help not gun convergance.
Thats it for now.
Thanks.
Tex
Ive got a few questoins about weapon moding.
The questions concern fighter guns.
First, how is a guns ability to hit affected by choise of weapons graphic type (spite, blob or custom 3d model)?
Obviously if I have a custom 3d model then the bigger it is in size the easier it hits. A collision between a say sphere of radius 10 meters hits easier then a sphere of radius 2 meteres as I can be 8 more meters of in my aim, right?
My guess is that using blobs works the same way right?
But what about spites?? What exactly is the spite? Is it just the texture image rendered to the screen or is it a simplistic 3d model with 1 vertical rectangle and 1 horisontal rectangle?
If so what is the size of these rectangles and if its just the texture rendered to the screen without any model to it how does collision detection work for spites vs blobs and custom models?
Next, can I get two fixed mounted guns to converge?
Meaning. Say I have 2 wing mounted lasers on my fighter. With a standard gun set up these two shoot straight forward along the Y axis. Since the guns have a wide gun placement I will have an extreamly hard time hitting small ships as my guns shoot around them. I will need to focus on aiming one of the two guns in and will never be able to hit with both.
Inorder to fix this I would like to have my guns converg at a certain point. The convergence point would be the guns optimal range. So say that my lasers have a 10k range I would want the convergence point to be at say 6k.
This would in a real world be done through having the guns point slightly inwards towards the center of the ship.
Can I acomplish this somehow, other then using self aiming?
The problem with using self aiming is that the azumith range is an arc from the center of the gun. This means it will self aim both "in" and "out" from the center of the ship.
The problem with this is that it makes aiming too acurate as it gives you aiming help not gun convergance.
Thats it for now.
Thanks.
Tex