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Issues, Workarounds & Localization

 
  • Topic is locked indefinitely.
 

Fast auto-orbitting is heavy bugged.

Author
Jaya Rain
#1 - 2013-12-16 16:10:52 UTC  |  Edited by: Jaya Rain
Hi. Sorry my bad english.

For fast ships real (actual) orbit distance is not equal distance, assigned in the client.Shocked
Real orbit distance is much more, then assigned.
Meanwhile ship can orbit at assigned distance without problems,
but user must **match** appropriate value for orbit to compensate this bug.

Just look:

youtube demo
(don't now how to imbed video into post)

Taunt()
{
Test every ship/fit you fly against different targets on various ranges and speeds.
Make graphs.
Look on the graph (while flying 4km/s)
Find appropriate pair assigned orbit -> real orbit.
Use manual input of default orbit to control you ship.
If agility changed (booster,fitting,fleet effects) - learn how to control your ship againTwisted
} //LOL. Now you are under scramble+neut or your target out of point range.

I'm understand that is result of orbit algorithm and rewrite it is too complex task.
All I'm request is simple:
INSERT CALCULATION OF "ORBIT COMPENSATION" into game client:

Acquire(UserOrbit);
Acquire(UserSpeed);
OrbitCompensation=Calculate(UserOrbit,UserSpeed,CurrentSpeed,agility,mass,&SelectedObject);
Draw("Orbiting ",UserOrbit);
DoOrbit(UserOrbit+Compensation);

For old school players, familiar with current system, just add option to disable "orbit compensation" into prefs.in
Jaya Rain
#2 - 2013-12-18 19:09:26 UTC
No comments/likes at all?

Guys! Most of PVP fittings are brawlers *NOW*.
Because fast orbiting mechanic/interface is broken.

The only way to correct orbit without this strange U-turns and lost transversal is Orbit->Current.

This command not working properly.

I'm very interested to listen some DEV comments instead traditional "Topic is locked indefinitely."
seth Hendar
I love you miners
#3 - 2013-12-19 13:55:49 UTC
working as intended, the ship will try to orbit at the given distance, but this is not always possible, especially with a fast ship, you overshoot, so either set a higher orbit, or a lower speed.

in a nutshell, there are orbit that are not possible at certain speed because of you ship agility, basic physic problem, otherwise in motogp, we would see bikes takin sharp turn full speed right? wrong, even in space, there is something called inertia, deal with it, l2fly
Caius Sivaris
Dark Nexxus
S0ns Of Anarchy
#4 - 2013-12-19 14:39:35 UTC  |  Edited by: Caius Sivaris
Jaya Rain wrote:

I'm understand that is result of orbit algorithm and rewrite it is too complex task.
All I'm request is simple:
INSERT CALCULATION OF "ORBIT COMPENSATION" into game client:

Acquire(UserOrbit);
Acquire(UserSpeed);
OrbitCompensation=Calculate(UserOrbit,UserSpeed,CurrentSpeed,agility,mass,&SelectedObject);
Draw("Orbiting ",UserOrbit);
DoOrbit(UserOrbit+Compensation);

For old school players, familiar with current system, just add option to disable "orbit compensation" into prefs.in


This "bug" has always been there, if you can get a fast to compute "Calculate" function, not only will you fix eve but it may have interesting RL applications. It's a hard problem.
Jaya Rain
#5 - 2013-12-19 16:39:05 UTC
seth Hendar wrote:
working as intended, the ship will try to orbit at the given distance, but this is not always possible, especially with a fast ship, you overshoot, so either set a higher orbit, or a lower speed.

in a nutshell, there are orbit that are not possible at certain speed because of you ship agility, basic physic problem, otherwise in motogp, we would see bikes takin sharp turn full speed right? wrong, even in space, there is something called inertia, deal with it, l2fly


Just look video.
Ship CAN orbit at the given distance.
Jaya Rain
#6 - 2013-12-25 20:38:50 UTC
I can't find no one DEV post about broken fast orbiting.
Any links?
Jaya Rain
#7 - 2014-01-08 02:03:49 UTC
Nearly impossible to steer fast ship exactly.
It doesn't matter for all?