Author Topic: Obtrusive Mech Cockpits  (Read 3090 times)

0 Members and 1 Guest are viewing this topic.

Offline MrAgmoore

  • Recruit
  • *
  • Posts: 108
  • Karma: 3
    • MySpace
Obtrusive Mech Cockpits
« on: October 03, 2010, 04:50:44 AM »
I can't look down in a Madcat "Beat Stick" because the targeting cursor hits the bottom of the cockpit. There are other mechs that have restrictive cockpit problems and I sometimes hear other people complaining about it. The MK II needs some serious rhinoplasty. I basically can't use the Beat Stick on any map that has a down slope.

I often wonder what the cockpit designer was thinking. I recently spent 100 hours playing Team Fortress 2 and you can change the Field of View and alter the shape of the models. Is it possible to alter the FOV and/ or model shapes in Mech Warrior Living Legends?

It's infuriating being in a mech that can 2 x alpha strike a medium+ mech, except that I can't see the enemy 1 degree beneath my nose, to target it.

http://mw.mechlivinglegends.net/index.php?title=Madcat_MKII

Ice
CryonicSuspension

Offline 4204ME

  • MechWarrior
  • **
  • Posts: 334
  • Karma: 38
    • MWBU
Re: Obtrusive Mech Cockpits
« Reply #1 on: October 03, 2010, 03:07:34 PM »
MAuler..........

Offline (TLL)Sky_walker

  • Living Legend
  • *******
  • Posts: 2638
  • Karma: 65
  • Close Range Attack Forces
    • MWLL Wiki
Re: Obtrusive Mech Cockpits
« Reply #2 on: October 03, 2010, 03:35:04 PM »
Is it possible to alter the FOV and/ or model shapes in Mech Warrior Living Legends?
Model shapes - no.
Field of view - use console command: cl_fov XXX  where XXX by default is 60. Note: Wider FOV decreases FPS.
Crysis Tweak Guide
MWLL Wiki Newsletter: Wiki suffers from spammers and lack of activity - change it now, jump in and contribute with something useful! :D


Proud to be C.R.A.P. inspiration # MWLL Wiki Admin # MWLL Alpha Tester # Dev Team # MWLL Defense Force Mercenary - Battlemech Barracks

Offline ^sPikE-

  • MechWarrior
  • **
  • Posts: 335
  • Karma: 22
Re: Obtrusive Mech Cockpits
« Reply #3 on: October 03, 2010, 03:52:33 PM »
Is it possible to alter the FOV and/ or model shapes in Mech Warrior Living Legends?
Model shapes - no.
Field of view - use console command: cl_fov XXX  where XXX by default is 60. Note: Wider FOV decreases FPS.
Crysis Tweak Guide

Wow i didnt know that. Is it possible that this could be exploited? Back in the day of quake 2 we used to make scripts that would make a single button set the fov to, say 15, and thus making a very nice zoom. Then press again an it would set it back to 110 or w/e.




Offline HAARP

  • Living Legend
  • *******
  • Posts: 2215
  • Karma: 186
  • = Clan Jade Wolf =
    • Clan Jade Wolf
Re: Obtrusive Mech Cockpits
« Reply #4 on: October 04, 2010, 01:34:19 PM »
Won't work in multiplayer.

Offline MerfMerf

  • Apprentice Dev
  • Star Colonel
  • *
  • Posts: 1528
  • Karma: 71
  • Clan Smoke Jaguar, 331st Feral Fangs
Re: Obtrusive Mech Cockpits
« Reply #5 on: October 04, 2010, 02:00:32 PM »
I kinda like how design impacts the usability of a mech. I like not just choosing mech from its armour values and weapon loadout but also for how it handles, how my view from cockpit is and how good its torso twist rate and angle is.

That said I think some mechs have a bit too wacky cockpits. The Mauler comes to mind, though its perfectly possible to work around it. For the MKII I sort of like how the cockpit is limiting. with all those big guns on it I don't mind at all that its not as good at angling its cockpit down. Of course these things have to be factored into and against the assets other aspects and should impose a penalty that is not in some way offset by an advantage in another area.

/Merf - Senses another challenge for the mechlab to overcome

Online Stahlseele

  • Living Legend
  • *******
  • Posts: 4109
  • Karma: 43
  • 2nd Level TechSupport Agent(BOFH)
Re: Obtrusive Mech Cockpits
« Reply #6 on: October 04, 2010, 02:02:04 PM »
The twist rates, right now, seem to be tied into your Frames per second somehow . .
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista

Offline MerfMerf

  • Apprentice Dev
  • Star Colonel
  • *
  • Posts: 1528
  • Karma: 71
  • Clan Smoke Jaguar, 331st Feral Fangs
Re: Obtrusive Mech Cockpits
« Reply #7 on: October 04, 2010, 02:49:51 PM »
Aye. But it is not the only factor. Different mechs have different base twist speed it seems.
I would think the frame rate is merely a factor working on this base speed. Probably some bug in the integration used to normalise speed over different frame rates.

The bug part of the twist rates should be dealt with. But I very much think the feature part should stay ;)

/Merf - Like things that set the different chassis apart

Offline (TLL)Sky_walker

  • Living Legend
  • *******
  • Posts: 2638
  • Karma: 65
  • Close Range Attack Forces
    • MWLL Wiki
Re: Obtrusive Mech Cockpits
« Reply #8 on: October 04, 2010, 02:52:03 PM »
Different mechs have different base twist speed it seems.
Yep they do. It's in the same fashion as with the vehicles.
MWLL Wiki Newsletter: Wiki suffers from spammers and lack of activity - change it now, jump in and contribute with something useful! :D


Proud to be C.R.A.P. inspiration # MWLL Wiki Admin # MWLL Alpha Tester # Dev Team # MWLL Defense Force Mercenary - Battlemech Barracks

Offline MrAgmoore

  • Recruit
  • *
  • Posts: 108
  • Karma: 3
    • MySpace
Re: Obtrusive Mech Cockpits
« Reply #9 on: October 05, 2010, 03:11:03 AM »
For the MKII I sort of like how the cockpit is limiting. with all those big guns on it I don't mind at all that its not as good at angling its cockpit down. Of course these things have to be factored into and against the assets other aspects and should impose a penalty that is not in some way offset by an advantage in another area.

/Merf - Senses another challenge for the mechlab to overcome

Get into a MK II and pan the mouse down to -18 degrees. At that point, the targeting reticle hits the fake HUD and the range of motion goes all the way down to -34 degrees. So everything between -18 and -34 is the reticle hitting the fake HUD.

-18 to -34 needs to be made transparent. It's an obvious design flaw.

As an example, the Uziel iPoke ( with twin light gauss ) has the reticle hit the fake HUD at exactly -34 degrees which is the maximum range of motion.
Ice
CryonicSuspension

Offline KingLeerUK

  • Hawkmoth D arise!
  • Project Director
  • Living Legend
  • *
  • Posts: 3454
  • Karma: 345
Re: Obtrusive Mech Cockpits
« Reply #10 on: October 05, 2010, 06:52:27 AM »
The cockpits represent the "real" geometry of the 'Mechs because the player camera is actually positioned where the head of the pilot would reside.
 
We have no plans to artificially "transparentise" the cockpits; their visibility limitations are part of the pros/cons of each 'Mech design and need to be taken into consideration when making a vehicle choice.  The MkII hits incredibly hard and is geared towards vs-vehicle type combat.  If a MkII gets caught out alone by a single BA, the BA player can use the known visibility limitations of the platform against the pilot to stay alive and out of harms way.
Proud vendor of Soon™, brought to you by the makers of Someday™, Make Me a Ticket™ and Let's Talk About it Later™

Chief of the Balance Police

Offline HAARP

  • Living Legend
  • *******
  • Posts: 2215
  • Karma: 186
  • = Clan Jade Wolf =
    • Clan Jade Wolf
Re: Obtrusive Mech Cockpits
« Reply #11 on: October 05, 2010, 03:48:50 PM »
Yeah, this is a good decision imo. But that bar in the Mauler cockpit still pisses me the fapp off, so I really wouldn't mind if you could make an exception ;)

Online (TLL)Siilk

  • Techpriest software engineer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 3020
  • Karma: 124
  • A single trueborn is an army by himself
    • My facebook profile
Re: Obtrusive Mech Cockpits
« Reply #12 on: October 05, 2010, 04:19:16 PM »
The cockpits represent the "real" geometry of the 'Mechs because the player camera is actually positioned where the head of the pilot would reside.
 
We have no plans to artificially "transparentise" the cockpits; their visibility limitations are part of the pros/cons of each 'Mech design and need to be taken into consideration when making a vehicle choice.  The MkII hits incredibly hard and is geared towards vs-vehicle type combat.  If a MkII gets caught out alone by a single BA, the BA player can use the known visibility limitations of the platform against the pilot to stay alive and out of harms way.

In a sim or any other first person game I truly appreciate a nicely-done vehicular cockpits, so I'm really glad devs think that way. It adds realism to the game and makes piloting different assets a distinctive experience.

Yeah, this is a good decision imo. But that bar in the Mauler cockpit still pisses me the fapp off, so I really wouldn't mind if you could make an exception ;)

 There's a workaround to make it a little better. If you have a middle bar obscure your vision try moving crosshair to the max or min elevated position and back. This would change the neural posture of the Mauler a little and the bar would end up in a slightly different position. It wouldn't always fix the problem but it could help sometimes.



"This Clan posses intelligence, the burning passion of true hunters, and a spirit that serves as a beacon to the rest. I mingle my blood with the Wolves."
- ilKhan Nicholas Kerensky, Strana Mechty, 2815

Offline Leeko

  • Star Captain
  • ***
  • Posts: 1037
  • Karma: 64
  • Clan Jade Wolf Resident Perma-Cadet
Re: Obtrusive Mech Cockpits
« Reply #13 on: October 05, 2010, 05:14:10 PM »
Yeah, this is a good decision imo. But that bar in the Mauler cockpit still pisses me the fapp off, so I really wouldn't mind if you could make an exception ;)

 There's a workaround to make it a little better. If you have a middle bar obscure your vision try moving crosshair to the max or min elevated position and back. This would change the neural posture of the Mauler a little and the bar would end up in a slightly different position. It wouldn't always fix the problem but it could help sometimes.

+1 to HAARP, having to use this fix is annoying as hell.
(2:46:59 PM) Pytak: vicious anus
(2:47:09 PM) haarp: it hungers
(2:48:01 PM) Pytak: for moar

Online Stahlseele

  • Living Legend
  • *******
  • Posts: 4109
  • Karma: 43
  • 2nd Level TechSupport Agent(BOFH)
Re: Obtrusive Mech Cockpits
« Reply #14 on: October 05, 2010, 09:40:32 PM »
Well, having the Mech Models lean back and forth when pulling the crosshair up and down would be a nice solution too . .
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista