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How honestly hard is it to create missile launcher models that use turret hardpoints?

First post
Author
Zendoren
Aktaeon Industries
#21 - 2011-11-26 12:54:41 UTC  |  Edited by: Zendoren
CCP Navigator wrote:
This is something we are going to look at in the next release planning to see if it is viable. From what I understand there is an issue with miniballs and launchers which makes doing this extremely difficult. So while this is something we would really like to do we will need to investigate it thoroughly before any commitment is made for the future.


Considering the level of serious online spaceship magic you preformed to get engine trails working correctly. I have confidence that you guys at CCP can get this working by next patch!!!!

❒ Single ❒ Taken ✔ Playing EVE Online

CCP Guard > Where's the shoot button on this thing?

CCP Space Cadet > What's this "offline guns" button do?

Aquila Draco
#22 - 2011-11-26 13:28:01 UTC
Zendoren wrote:
CCP Navigator wrote:
This is something we are going to look at in the next release planning to see if it is viable. From what I understand there is an issue with miniballs and launchers which makes doing this extremely difficult. So while this is something we would really like to do we will need to investigate it thoroughly before any commitment is made for the future.


Considering the level of serious online spaceship magic you preformed to get engine trails working correctly. I have confidence that you guys at CCP can get this working by next patch!!!!



Thats correct...
And EVE needs it...
Dr Karsun
Coffee Lovers Brewing Club
#23 - 2011-11-26 13:32:36 UTC
It'd require remodelling all current missile platfroms to add missile launcher hardpoints.

It'd be awesome, but it'd require remodelling lilke half of all ships in eve? Unless they'd do it like with new turrets on frigates - with the turret models going way past the ship model and looking totally stupid if you look up close.

I think CCP will do it along the way at some point, especially that we had an industrial patch, now we have a gallente patch.. Time for a missile patch?

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Zagdul
Federal Navy Academy
Gallente Federation
#24 - 2011-11-26 13:39:18 UTC
I, I'm going to take a bet on that there's something wrong with the old ships and they need to completely be re-modeled in order to accommodate the new launchers.

Look at the ships that have been re-modeled. Not just V3'd, but completely re-modeled. It's ships who commonly use launchers. And before you say "mauler" that's the same hull as the Sacrelige which is a missile boat.

Dual Pane idea: Click!

CCP Please Implement

Grimpak
Aliastra
Gallente Federation
#25 - 2011-11-26 13:44:36 UTC
CCP Navigator wrote:
This is something we are going to look at in the next release planning to see if it is viable. From what I understand there is an issue with miniballs and launchers which makes doing this extremely difficult. So while this is something we would really like to do we will need to investigate it thoroughly before any commitment is made for the future.



If my memory serves right, one of you guys said it would need quite some serious work on the physics engine to do that, along with re-modelling ships that have static "launchers" in them (crow, wolf, drake, scorpion, to name a few).

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Aquila Draco
#26 - 2011-11-26 13:50:29 UTC
Grimpak wrote:
CCP Navigator wrote:
This is something we are going to look at in the next release planning to see if it is viable. From what I understand there is an issue with miniballs and launchers which makes doing this extremely difficult. So while this is something we would really like to do we will need to investigate it thoroughly before any commitment is made for the future.



If my memory serves right, one of you guys said it would need quite some serious work on the physics engine to do that, along with re-modelling ships that have static "launchers" in them (crow, wolf, drake, scorpion, to name a few).


I think they said that it would need serious work on physics engine for static launcher.... (missile needs to change direction in the space (loop))
But i don't think it would need much work for usage of missile "turrets" - just move that missiles don't come from center of hull so that they come from launcher point.
And only thing that missile ships then need is turret points added...
SMT008
Deep Core Mining Inc.
Caldari State
#27 - 2011-11-26 13:51:50 UTC  |  Edited by: SMT008
It wouldn't require to remodel every ship with missile hardpoints.

Let me explain.

With the turret-adding expension (Incarna I think), they've set hardpoints on ships. A very simple way to verify this is to fit your revelation like this :

Gun
Gun
Siege
Gun

Instead of :

Gun
Gun
Gun
Siege

You'll see the first three slots are linked with the proper turret placement (I mean, they are linked to where turrets are supposed to be on a Revelation), and the last slot is linked to a turret hardpoint which should not exist (It puts the turret on the very top of the Revelation, which looks stupid of course).

Same goes for the Hurricane. Try fitting your guns like this : Gun Gun Gun Gun Gun Gun Neut Neut, and then like this : Gun Gun Neut Gun Gun Neut Gun Gun. You'll see that turrets aren't in the same place. Turret hardpoints are linked to specific slots on the fitting window.

Missile ONLY (Read, ships that don't and NEVER had a turret hardpoint) will need some tweaking. But ships like the Raven...

It would just require to do a "missile launcher turret" per missile type, if you see what I mean, like a Patriot Launcher (Check it out on Google). And then, it just needs to be placed on the ship's hull like every other turrets.

Now, how to make it easy to do. Missile launchers should behave just like turrets. That means, they should be pointing toward the enemy ship. Then, make it so the missile entity spawns right at the end of the missile launcher's tubes, following the same vector as the missile launcher's tube.(Read : They should point at the target when spawning, or else it wouldn't look like they just came from the missile launcher's tube). Then add a "Wwwssshh" animation on the launcher itself. With some smoke and all that. It will look like the missile really came out of the launcher's tube, which is what we all want.

Some ships, like some of the Tengu's subsystems, or the Drake, or even the Rattlesnake would require some turret slots (not turret hardpoints, I'm talking about turret slots on the ship's model, not on the ingame ship) in order to put the new missile launchers on those turret slots.

But still, only a few ships in the game have ONLY MISSILE HARDPOINTS, so it shouldn't be a really long task.

The tricky part might be "How to make the missile entity spawn from a special location on the ship's bubble", since ships are considered as round things by EVE's engine.

EDIT : Forgot to add something.

Every ship in the game that has even ONE turret slot have in fact 8 turret slots. Actually 16 turret slots, but 8 of them are real turrets, the other 8s are for when the target is on the opposite side of the real turret slot.

If you want to check it out, "Look at" a Raven NPC ship. Like a Guristas Usurper or something. You'll see all the turret slots. Same goes for the Machariel. You can only fit 7 guns on it, but Angel cartels Machariels have 8 turret hardpoints. Look at NPC Scorpions aswell. Or Caracal NPCs. Or Blackbird NPCs. They all have 8 turret slots.

Also, CCP, if you're reading this, please consider this :

Missile launcher turrets are cool, but please redo the missile explosion effects first. Especially Torpedoes effects. Other missile types should have some love too, but torpedoes are really...I mean, they look like it's 2002 all over again :/ . Capital missiles have a pretty cool effect, but a shockwave should be added for the "WOW effect". A big, nice and shiny shockwave. They can't shoot subcaps, so at least make them look cool when shooting structures :(
Crucis Cassiopeiae
Ministry of War
Amarr Empire
#28 - 2011-11-26 14:10:03 UTC  |  Edited by: Crucis Cassiopeiae
SMT008 wrote:
It wouldn't require to remodel every ship with missile hardpoints.

Let me explain.

With the turret-adding expension (Incarna I think), they've set hardpoints on ships. A very simple way to verify this is to fit your revelation like this :

Gun
Gun
Siege
Gun

Instead of :

Gun
Gun
Gun
Siege

You'll see the first three slots are linked with the proper turret placement (I mean, they are linked to where turrets are supposed to be on a Revelation), and the last slot is linked to a turret hardpoint which should not exist (It puts the turret on the very top of the Revelation, which looks stupid of course).

Same goes for the Hurricane. Try fitting your guns like this : Gun Gun Gun Gun Gun Gun Neut Neut, and then like this : Gun Gun Neut Gun Gun Neut Gun Gun. You'll see that turrets aren't in the same place. Turret hardpoints are linked to specific slots on the fitting window.

Missile ONLY (Read, ships that don't and NEVER had a turret hardpoint) will need some tweaking. But ships like the Raven...

It would just require to do a "missile launcher turret" per missile type, if you see what I mean, like a Patriot Launcher (Check it out on Google). And then, it just needs to be placed on the ship's hull like every other turrets.

Now, how to make it easy to do. Missile launchers should behave just like turrets. That means, they should be pointing toward the enemy ship. Then, make it so the missile entity spawns right at the end of the missile launcher's tubes, following the same vector as the missile launcher's tube.(Read : They should point at the target when spawning, or else it wouldn't look like they just came from the missile launcher's tube). Then add a "Wwwssshh" animation on the launcher itself. With some smoke and all that. It will look like the missile really came out of the launcher's tube, which is what we all want.

Some ships, like some of the Tengu's subsystems, or the Drake, or even the Rattlesnake would require some turret slots (not turret hardpoints, I'm talking about turret slots on the ship's model, not on the ingame ship) in order to put the new missile launchers on those turret slots.

But still, only a few ships in the game have ONLY MISSILE HARDPOINTS, so it shouldn't be a really long task.

The tricky part might be "How to make the missile entity spawn from a special location on the ship's bubble", since ships are considered as round things by EVE's engine.

EDIT : Forgot to add something.

Every ship in the game that has even ONE turret slot have in fact 8 turret slots. Actually 16 turret slots, but 8 of them are real turrets, the other 8s are for when the target is on the opposite side of the real turret slot.

If you want to check it out, "Look at" a Raven NPC ship. Like a Guristas Usurper or something. You'll see all the turret slots. Same goes for the Machariel. You can only fit 7 guns on it, but Angel cartels Machariels have 8 turret hardpoints. Look at NPC Scorpions aswell. Or Caracal NPCs. Or Blackbird NPCs. They all have 8 turret slots.

Also, CCP, if you're reading this, please consider this :

Missile launcher turrets are cool, but please redo the missile explosion effects first. Especially Torpedoes effects. Other missile types should have some love too, but torpedoes are really...I mean, they look like it's 2002 all over again :/ . Capital missiles have a pretty cool effect, but a shockwave should be added for the "WOW effect". A big, nice and shiny shockwave. They can't shoot subcaps, so at least make them look cool when shooting structures :(



+1

Give some love to missiles...
Give them place to be born (launchers) and grave (explosion)

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

Alexandros Balfros
Liberty Rogues
Aprilon Dynasty
#29 - 2011-11-26 14:17:36 UTC
SMT008 wrote:
It wouldn't require to remodel every ship with missile hardpoints.

Let me explain.

With the turret-adding expension (Incarna I think), they've set hardpoints on ships. A very simple way to verify this is to fit your revelation like this :

Gun
Gun
Siege
Gun

Instead of :

Gun
Gun
Gun
Siege

You'll see the first three slots are linked with the proper turret placement (I mean, they are linked to where turrets are supposed to be on a Revelation), and the last slot is linked to a turret hardpoint which should not exist (It puts the turret on the very top of the Revelation, which looks stupid of course).

Same goes for the Hurricane. Try fitting your guns like this : Gun Gun Gun Gun Gun Gun Neut Neut, and then like this : Gun Gun Neut Gun Gun Neut Gun Gun. You'll see that turrets aren't in the same place. Turret hardpoints are linked to specific slots on the fitting window.

Missile ONLY (Read, ships that don't and NEVER had a turret hardpoint) will need some tweaking. But ships like the Raven...

It would just require to do a "missile launcher turret" per missile type, if you see what I mean, like a Patriot Launcher (Check it out on Google). And then, it just needs to be placed on the ship's hull like every other turrets.

Now, how to make it easy to do. Missile launchers should behave just like turrets. That means, they should be pointing toward the enemy ship. Then, make it so the missile entity spawns right at the end of the missile launcher's tubes, following the same vector as the missile launcher's tube.(Read : They should point at the target when spawning, or else it wouldn't look like they just came from the missile launcher's tube). Then add a "Wwwssshh" animation on the launcher itself. With some smoke and all that. It will look like the missile really came out of the launcher's tube, which is what we all want.

Some ships, like some of the Tengu's subsystems, or the Drake, or even the Rattlesnake would require some turret slots (not turret hardpoints, I'm talking about turret slots on the ship's model, not on the ingame ship) in order to put the new missile launchers on those turret slots.

But still, only a few ships in the game have ONLY MISSILE HARDPOINTS, so it shouldn't be a really long task.

The tricky part might be "How to make the missile entity spawn from a special location on the ship's bubble", since ships are considered as round things by EVE's engine.

EDIT : Forgot to add something.

Every ship in the game that has even ONE turret slot have in fact 8 turret slots. Actually 16 turret slots, but 8 of them are real turrets, the other 8s are for when the target is on the opposite side of the real turret slot.

If you want to check it out, "Look at" a Raven NPC ship. Like a Guristas Usurper or something. You'll see all the turret slots. Same goes for the Machariel. You can only fit 7 guns on it, but Angel cartels Machariels have 8 turret hardpoints. Look at NPC Scorpions aswell. Or Caracal NPCs. Or Blackbird NPCs. They all have 8 turret slots.

Also, CCP, if you're reading this, please consider this :

Missile launcher turrets are cool, but please redo the missile explosion effects first. Especially Torpedoes effects. Other missile types should have some love too, but torpedoes are really...I mean, they look like it's 2002 all over again :/ . Capital missiles have a pretty cool effect, but a shockwave should be added for the "WOW effect". A big, nice and shiny shockwave. They can't shoot subcaps, so at least make them look cool when shooting structures :(


Fitting the launcher models isn't the issue, the issue is the physics of the missiles, namely when grouped only 1 launcher would be able to fire as the other missiles don't actually exist, having them ungrouped defeats the purpose of missile grouping to reduce lag :)

So sure you could have launcher models but they wouldn't be as awesome as you would think they will :)
supersexysucker
Uber Awesome Fantastico Awesomeness Group
#30 - 2011-11-26 14:53:20 UTC
It is cause CCP made eve crap.

http://www.youtube.com/watch?v=BhZQEvg1V0Y 05 rofl... looks as good as eve does in 11. IMHO looks better, shild inpacts, trails, fighters that launch and dock, miss effects, hard points. Better inpact effects, damage effects, explosions, etc. And again 05 lol. O ya and line of sight wepons.
SMT008
Deep Core Mining Inc.
Caldari State
#31 - 2011-11-26 15:03:55 UTC
supersexysucker wrote:
words


Are you aware that :

It's a tech demo.

It probably doesn't support more than 5/6 ships and their drones/fighters ?

The game's map is probably small (I mean, a few solar systems, not like thousands of solar systems).

And all the other stuff I forgot (Like how it's not a sandbox, how players have no influence on the conflicts/politics and all that).

Look at EVE videos, like that Domination video, and the "I was there" Video. Sure they look good, but the game itself doesn't quite look like those videos (yet ?).
Jett0
Ministry of War
Amarr Empire
#32 - 2011-11-26 16:53:25 UTC
This idea is not mine, but I must share:

Based on the icons for missile launchers, we all assume that they are external attachments, like other turrets.

Who says they have to be? Suppose they were just embedded into the already-existing geometry? They can fire from a predetermined place in a predetermined direction, then "latch on" to the path already calculated by the current physics simulation.

Kind of like what they already do during the hit animation but in reverse. And hopefully not that awkward a transition.

Occasionally plays sober

Elanor Vega
Native Freshfood
Minmatar Republic
#33 - 2011-11-26 16:54:57 UTC
CCP... this is thing that's must in space game, in combat game, in simulation, in every game... its must that you see your weapons... please, give us our weapons.
THXBYE
Elite War Squad
#34 - 2011-11-26 17:05:14 UTC
You're a little kid and you fly a drake and you do level 3 missions cause level 4 are too scary and you dont wanna lose your drake cause drake is the best in the world.

Universal PvP System Mode: ..default.aspx?g=posts&t=38634 In Game Laws, Fines and Taxes: ..default.aspx?g=posts&t=36124 Stations and NPC Services Costs: ..default.aspx?g=posts&t=39038

Avensys
The Waterworks
#35 - 2011-11-26 17:22:00 UTC
guns are just shiny effects in your client.

missiles live - and have to be tracked - server-side.

Until now the server has no need to know the specifics of your ships model, the location of each hardpoint, ....
Avila Cracko
#36 - 2011-11-26 17:43:18 UTC  |  Edited by: Avila Cracko
Avensys wrote:
guns are just shiny effects in your client.

missiles live - and have to be tracked - server-side.

Until now the server has no need to know the specifics of your ships model, the location of each hardpoint, ....


Track it like now server side, but invisible ball of light...
and on client side add shiny effects (real missile models, when i fire missiles that i see all missiles and not only one (and only ball of light), missile trails, and all that coming from real missile launchers)
and that missiles from client side can in flight track the invisible ball on server side.

truth, the whole truth and nothing but the truth.

Jack Tronic
borkedLabs
#37 - 2011-11-26 18:24:51 UTC  |  Edited by: Jack Tronic
ASadOldGit wrote:
If Destiny really is that fragile, it sounds like it would be a worthwhile investment reworking it (or completely rebuilding it) into something that can be easily adjusted / enhanced over time. Is there an off-the-shelf physics engine that could be bought and adjusted, or is it "simpler" to build one from scratch?

(I realise it would be a significant investment, taking a good year or two to get it working. Can something modular be designed?)



Or you know...they will rework it if needed when they discuss the issue when planning the next release.....



supersexysucker wrote:
It is cause CCP made eve crap.

http://www.youtube.com/watch?v=BhZQEvg1V0Y 05 rofl... looks as good as eve does in 11. IMHO looks better, shild inpacts, trails, fighters that launch and dock, miss effects, hard points. Better inpact effects, damage effects, explosions, etc. And again 05 lol. O ya and line of sight wepons.


Get that to work for 1k+ players on the same grid at the same time + all other instances of heavy load in eve at the same time with the current super computer class hardware CCP has and then you can talk. Otherwise you are just a nublet spouting a OMG IT LOOKS BETTER argument.
Bienator II
madmen of the skies
#38 - 2011-11-26 18:33:31 UTC
the force is strong with the engine trail guy. Missile launchers his destiny are.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Liam Mirren
#39 - 2011-11-26 18:36:39 UTC
Zagdul wrote:
I, I'm going to take a bet on that there's something wrong with the old ships and they need to completely be re-modeled in order to accommodate the new launchers.

Look at the ships that have been re-modeled. Not just V3'd, but completely re-modeled. It's ships who commonly use launchers. And before you say "mauler" that's the same hull as the Sacrelige which is a missile boat.


You might be on to something there. CCP, WHAT ARE YOU NOT TELLING US!

Excellence is not a skill, it's an attitude.

Bienator II
madmen of the skies
#40 - 2011-11-26 18:38:04 UTC
Avensys wrote:
guns are just shiny effects in your client.

missiles live - and have to be tracked - server-side.


thats how it currently works. However its a wrong assumption that the client can't spice it up without modifying the server. Client can do whatever he likes as long the missile leaves the launcher at x and hits the taget at y. Everything between is just eyecandy.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value