Can we please not fill this wonderful thread with unnecessary troll/rageboi/flame/nonconstructive/negative posts?
I WANT TO LEARN ABOUT THE GAME NOT READ YOUR DAMN WHINY COMMENTS
+1
Posts: 367
Can we please not fill this wonderful thread with unnecessary troll/rageboi/flame/nonconstructive/negative posts?
I WANT TO LEARN ABOUT THE GAME NOT READ YOUR DAMN WHINY COMMENTS
Posts: 17914 | Subs: 8
Can we please not fill this wonderful thread with unnecessary troll/rageboi/flame/nonconstructive/negative posts?
I WANT TO LEARN ABOUT THE GAME NOT READ YOUR DAMN WHINY COMMENTS
Posts: 2636 | Subs: 17
Reticule type (which one to pick from the ui_reticule folder) and sizes are defined at the end of the ability files. They have no link whatsoever to the actual scatter of the weapons being used, the values are entered purely by hand and are mostly completely wrong because they've barely been updated in the years since the game was released.
No scatter affecting effect in this game is ever updated over to the reticules either, even though it's very easy to do scripting wise.
Posts: 1221 | Subs: 41
If I got this correctly, the targeting circle values for Katyusha are under fatality_katyusha_rockets, and the radius of the reticule is 20.
Posts: 1890 | Subs: 1
Posts: 2636 | Subs: 17
Angular scatter estimate as in first post: 5 - 15 (50*0.1 150*0.1)
Actual(?) angular scatter: 4.37 - 13 (distance/tan(90-angle/2))
Posts: 1221 | Subs: 41
I am not sure what you mean by the first statement (0.1 stands for what?)
From your second statement, am I right to deduce that you consider the scatter area to be a rectangle?
However, wouldn't you say that the scatter area looks a bit more like this?
Perhaps this is influenced a lot by elevation, weapon angle etc?
Posts: 2470
Suxton and its 0.3 offset after around 40 rounds or so:
Posts: 1221 | Subs: 41
just to be clear: you were targeting the point itself?
Posts: 2470
I was targeting where the cursor is in the image, on the white border of the sector capture area more or less closest to where my suxton was. Barrage should've been centered according to the targeting circle shown, but obviously wasn't, which made me realize how wrong I was about offset.
Posts: 2636 | Subs: 17
Posts: 13496 | Subs: 1
...
While testing this stuff it definitely feels like the explanation for offset in the mod tools is completely wrong. I always expected the hit area to be a half circle at 1 based on that, but instead it seems the offset just moves the entire possible hit area forward (or backward with a negative value). With a value of 1 all targeting is now centered around what used to be the edge of the old scatter area....
Light green ellipsoid part is calculated scatter centered around the targeting circle. Blue ellipsoid overlayed on top is an offset moving the entire targeting area forward.
Posts: 2636 | Subs: 17
If we forget for a sec the other factors like elevation difference and the tendency or not to overshoot the formulas you provided do not justify an ellipsoid shape. The only why one can get an ellipsoid shaped is if the probabilities of distance and angle scatter are linked, and a high distance scatter shot will have a low angle scatter and vice versa.
No, if you look at weapons with very similar distance and angle like mortars they'll form a circle with enough rounds fired. If you put more extreme values in distance scatter for your weapons you will not get rounds flying off to the sides, all the very long distance rounds will be going down the center.
Posts: 13496 | Subs: 1
Then, you have two options
Option A:
2. Pick an angle from 0 to 360 that will determine the direction of the deviation from the center
3. Pick a value between 0 and the maximum distance until you exit the elipsoid. This would determine the distance
Posts: 1221 | Subs: 41
do not justify an ellipsoid shape.
Posts: 2636 | Subs: 17
Posts: 13496 | Subs: 1
You're right and I'm wrong...
Posts: 2636 | Subs: 17
Posts: 1221 | Subs: 41
Posts: 474
118 | |||||
21 | |||||
1 | |||||
63 | |||||
57 | |||||
14 | |||||
11 | |||||
2 | |||||
1 | |||||
1 |