Author Topic: How does projectile convergence work?  (Read 682 times)

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Offline Perk

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How does projectile convergence work?
« on: August 11, 2010, 09:47:23 PM »
When I test on an empty server, projectiles from arm mounted weapons seem to converge directly under the crosshairs at whatever range the object under the crosshairs is at.  However in practice, it often feels like I'm fighting with one gun as the other shot misses wide.  Hell, last night in a Mk2 I literally sent UAC20 rounds past BOTH sides of a Kitfox... clean misses at 200m.  Now this is probably more lag than anything, but I'm curious as to how it's supposed to work.

So my question - Is projectile convergence dynamic based on the "piper" range show under the crosshair, is it dynamic based on the radar range to currently selected target, or is it hard coded at max weapon distance?

(Convergence for anyone wondering, refers to slightly "toeing in" wide mounted weapons so the projectile paths cross or "converge" at a given distance down range.)

Online Ingrater

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Re: How does projectile convergence work?
« Reply #1 on: August 11, 2010, 09:53:15 PM »
The weapons always shoot on the point you are aiming at when fireing them.
There comes a point where the talking must stop, and people have to do actual work.

Offline =KoS= Eldragon

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Re: How does projectile convergence work?
« Reply #2 on: August 11, 2010, 10:08:22 PM »
The weapons always shoot on the point you are aiming at when fireing them.

Which is why I like to chain fire any weapon that needs lead time (PPCs, and AC10s mostly). Since sometimes I need to lead my target such that the crosshair is actually pointing much further away than the actual target.

Offline Threesan

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Re: How does projectile convergence work?
« Reply #3 on: August 11, 2010, 11:04:22 PM »
Question about the OP MK2 case: were you aiming at the Kitfox, or leading it, effectively aiming at something in the background? Former I would call an issue; latter, expected given the way things work currently.

Thought had occurred to me to fake zeroing weapons convergence by, at the press of the appropriate button, creating an aiming-collision plane client-side in the direction the player is aiming (I assume projectile direction is communicated by client rather than derived by server based on position and aim point, or something), at the current piper distance, or perhaps at the target's distance -- perhaps a separate button. (I suppose the 1500m limit a separate mechanism? Or could that be coerced into the desired behavior?)

Of course, the weapon(s) would still converge nearer when aiming at something in the foreground. But I don't imagine that would create problems for people.

Offline Perk

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Re: How does projectile convergence work?
« Reply #4 on: August 11, 2010, 11:25:47 PM »
Question about the OP MK2 case: were you aiming at the Kitfox, or leading it, effectively aiming at something in the background? Former I would call an issue; latter, expected given the way things work currently.

The latter, and it makes sense based on what Ingrater said.  I was leading the target, so the crosshair was pointing at the terrain somewhere well behind it.  I fired and the left shot passed in front, and the right shot passed behind.  I suppose they converged at the point in space the reticle was on when I fired; unfortunately there wasn't anything there. =)

I wonder if that might not be a suggestion for advanced targeting computers if they're ever added as options.  Have weapons converge at radar target range instead of crosshair range if you have the one ton Super Hit Insurance Targeter computer installed.

Offline shadowkiller

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Re: How does projectile convergence work?
« Reply #5 on: August 12, 2010, 02:45:51 AM »
All direct fire weapons will hit the exact spot your reticule is to the best of its ability. This is one of the reasons that we will never have third person, its possible to shoot yourself if you have the crosshair over your mech.


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Offline [MPB]OM_Sannyasi

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Re: How does projectile convergence work?
« Reply #6 on: August 12, 2010, 06:14:48 AM »
if you lead a target and you aren't on the target it will try to hit the target behind the target you are aiming at. very realistic in my opinion though i have a feeling in a thousand years from now there would be a toggle between planning on you shooting at your huds target (which it would automatically converge at that range) or the option to do like we have now. so if you aren't over ur target your weapons spread out the size they are distanced from each other on your mech, this gives a proper advantage to staying in a small fast mech that you have to lead


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Offline (TLL)Siilk

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Re: How does projectile convergence work?
« Reply #7 on: August 12, 2010, 06:57:30 AM »
I wonder if that might not be a suggestion for advanced targeting computers if they're ever added as options.  Have weapons converge at radar target range instead of crosshair range if you have the one ton Super Hit Insurance Targeter computer installed.
^This. I'd prefer it to be implemented that way: Add a "lock convergence" button. Without advanced TC, pressing the "lock" button would make your convergence to be set the convergence at the current "reticule distance". With ATC installed, if you have a target locked, it would set your convergence to the distance to the target and would update it accordingly, if the distance is changed, while "convergence lock" is on. Without a locked target, convergence lock would work the same as if no ATC is installed.



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Offline ~SJ~ Wolf

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Re: How does projectile convergence work?
« Reply #8 on: August 12, 2010, 12:31:20 PM »
I would like to see the advanced target computer add some type of lead reticule. Might help compensate for lag. It would have to be used very sparing. Laser/PPC boats would obviously be out for this.

Offline xInVicTuSx

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Re: How does projectile convergence work?
« Reply #9 on: August 12, 2010, 12:36:51 PM »
Eh, but the Warhawk is one of the great users of the targeting computer... that's got x4 CERPPCs

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Offline zombat

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Re: How does projectile convergence work?
« Reply #10 on: August 12, 2010, 01:32:02 PM »
Thought had occurred to me to fake zeroing weapons convergence by, at the press of the appropriate button, creating an aiming-collision plane client-side in the direction the player is aiming (I assume projectile direction is communicated by client rather than derived by server based on position and aim point, or something), at the current piper distance, or perhaps at the target's distance -- perhaps a separate button. (I suppose the 1500m limit a separate mechanism? Or could that be coerced into the desired behavior?)

This seems like a good idea if doable

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Re: How does projectile convergence work?
« Reply #11 on: August 12, 2010, 08:11:58 PM »
To this point in time no one managed to make the weapons in crysis aim differently. I have plans to try that out one day, but there is a possibility that it will stay the way it currently is.
There comes a point where the talking must stop, and people have to do actual work.

Offline MerfMerf

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Re: How does projectile convergence work?
« Reply #12 on: August 13, 2010, 06:36:38 PM »
To this point in time no one managed to make the weapons in crysis aim differently. I have plans to try that out one day, but there is a possibility that it will stay the way it currently is.

If one decide to add a "lead crosshair" one could perhaps make that an actual entity so a raytrace would hit it and then consider this to be the actual target (and thus converge at it)? Horribly ugly way to do it though I suppose ^_^

/Merf - Is not a fan of having aiming aids in the form of an "Aim at this circle to hit the moving target you have targeted" though