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So can't my extraordinarily advanced spaceship plot a way out?

Author
Alvatore DiMarco
Capricious Endeavours Ltd
#21 - 2015-01-15 17:48:43 UTC
Do people even know that manual flight control has been added to TQ? Did anyone read the devblogs about it?

This thread is like the Twilight Zone.
Dreae
Spaalonebabuguuscooties
#22 - 2015-01-15 17:49:38 UTC  |  Edited by: Dreae
I would be in favor of it even with manual controls added, getting stuck on things becomes one less thing to worry about when the going gets hectic.

Though obviously there are performance implications, and it's not worth if it it's going to introduce a considerable decrease in quality of life.
FoxFire Ayderan
#23 - 2015-01-15 18:35:10 UTC
Alvatore DiMarco wrote:
Do people even know that manual flight control has been added to TQ? Did anyone read the devblogs about it?

This thread is like the Twilight Zone.


Seriously?

No way. That's awesome!

Sorry I'm only recently back after a bit of a hiatus, so I haven't been keeping up with all the news. Though I am going back through a lot of old news to catch up on all the changes I've missed. I hadn't heard about that one though.

Ronny Hugo
KarmaFleet
Goonswarm Federation
#24 - 2015-01-15 18:50:59 UTC
FoxFire Ayderan wrote:


How many times have you been caught with your ship doing the slow brain-damaged dance trying to get out of some tight spot (say a debris field, asteroids, close proximity to a space station)?

Why can't the piloteer of the pilot with all his neurons plot a course?
FoxFire Ayderan
#25 - 2015-01-15 19:06:44 UTC

Speaking of bounding spheres and 'bumping' (a lame mechanic in my opinion), shouldn't ships at least have mass? Why would my tiny little frigate be able to bump and move a much more massive ship? Shouldn't I be the one to bounce off it?

Ultimately though, one would expect ships to have thrusters that maintain the ship's position in space (as best as possible) when acted upon by an outside force.

Quattras Peione
Caldari Provisions
Caldari State
#26 - 2015-01-15 23:16:21 UTC
There are two separate issues here.

It is no secret that the collision models of objects in space are often considerably different than the rendered model. In my case, this has cut several engagements short before they had begun, where portions of asteroid or collidable objects looked passable but were not.

The second issue is the flawed AI navigation. I have warped inside of structures and found myself spending half an hour bumping trying to find my way out of the interior of a texture. Safe logging fixed this one. Also the way sub-warp vectors are calculated makes no sense. If I adjust my preset orbit distance from 2500 to 2000, the ship should angle in and tighten orbit, not stop completely and reverse direction.

Dr. Quattras Alvar Peione

No, I'm not that kind of doctor.

Foxicity
The Scope
Gallente Federation
#27 - 2015-01-15 23:20:20 UTC
Alvatore DiMarco wrote:
Do people even know that manual flight control has been added to TQ?


That it only modifies your ship's auto-flight means it's only sometimes helpful. It doesn't help at all when your ship is trying to fly through something large like the side of a station, or the side of a space-barn.
Donnachadh
United Allegiance of Undesirables
#28 - 2015-01-16 03:02:34 UTC  |  Edited by: Donnachadh
We always had manual piloting, or at least for the 5 years I have been around they just made it available in a different form recently by adding the key board to the equation.

As far as ship automatically calculating a path around objects to get to a place they can warp from I say no way. I want control of which direction I go to clear an obstacle and besides that it really is extremely easy to find your way around.

If you want to learn more than you ever wanted to know about colliding with objects get out in a cloaked ship and move around objects like asteroids, gates, other ships and stations since the same collision spheres that de-cloak you are the ones that cause the problem the OP is talking about it can be eye opening and educational.

Quattras Peione wrote:
Also the way sub-warp vectors are calculated makes no sense. If I adjust my preset orbit distance from 2500 to 2000, the ship should angle in and tighten orbit, not stop completely and reverse direction.

Seen a lot of odd behaviors using autopilot or orbits but never this one, interesting.
Lelira Cirim
Doomheim
#29 - 2015-01-16 03:20:13 UTC  |  Edited by: Lelira Cirim
FoxFire Ayderan wrote:

Why can't my ship plot a proper course around and out of these things instead of desperately struggling to get out or around as if wrapped up in something.

Because Ship AI is based on the noble manatee, just as space physics are based on water.

In other words, they did it on porpoise. Straight

Do not actively tank my patience.

Arya Regnar
Darwins Right Hand
#30 - 2015-01-16 03:39:12 UTC
ITT: Autopilot isn't enough we also need autofight autoevade and autoeverything else.

OP really needs some autothinkā„¢

EvE-Mail me if you need anything.

FoxFire Ayderan
#31 - 2015-01-16 05:04:23 UTC
Arya Regnar wrote:
ITT: Autopilot isn't enough we also need autofight autoevade and autoeverything else.

OP really needs some autothinkā„¢


You must curse CCP Devs every day.

Lol
Ronny Hugo
KarmaFleet
Goonswarm Federation
#32 - 2015-01-16 14:47:30 UTC
FoxFire Ayderan wrote:

Speaking of bounding spheres and 'bumping' (a lame mechanic in my opinion), shouldn't ships at least have mass? Why would my tiny little frigate be able to bump and move a much more massive ship? Shouldn't I be the one to bounce off it?

Ultimately though, one would expect ships to have thrusters that maintain the ship's position in space (as best as possible) when acted upon by an outside force.



A: They do have mass, frigates can only bump freighters if they go really really fast with oversized propulsion modules.
B: The mass of these ships is so large that thrusters that aren't scaled to par with the main engines won't have any effect, its like a drop of water on the niagra falls. we'd need engines like the main engines pointing in all directions on the ships, and it would rather spoil the designs. Not to mention that the ships actually just use one set of engines in real life, they just point the engines in the opposite direction of where they want to go, then turn again and firing engines again, this way they only have to lug around one set of engines instead of 6.
FoxFire Ayderan
#33 - 2015-01-16 19:02:26 UTC
Ronny Hugo wrote:


A: They do have mass, frigates can only bump freighters if they go really really fast with oversized propulsion modules.


Really?

It seems my frigate can bump much larger ships, say when outside of a station.

Though I don't know if I've ever tried going up against a freighter.

I guess by bump I mean making it at least rotate on any of its 3 axis, if not necessarily moving its centered position. I feel like a smaller ship should not be able to do that to a larger ship. Anyhow maneuvering thrusters (or whatever other tech is being used for rotational movement) can simply be assumed, can't it?
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