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Missile range script doesn't actually provide extra range?

Author
The Larold
This is an anagram of itself.
#1 - 2016-12-12 17:54:05 UTC
At one point this was a known issue, but I thought I heard it had been resolved. Maybe I'm not remembering correctly?

Using a missile range script in an MGC, my torpedoes do not make it out to the advertised range. It seems the max distance they travel is the same as if the MGC was turned on, but not loaded with any kind of script.

This is true for both Javelin and Rage torps in my case. I've carefully tested distances against completely stationary targets. With a precision script, the ranges are exactly as advertised. Same thing with no script loaded. But with range script loaded, the range script seems to be completely ignored. FWIW, hovering over the launchers shows the advertised range.

Anyone else still having these problems?
Bemo
Narcosis.
#2 - 2016-12-12 20:34:41 UTC
Personally havent had the issue myself. I use Heavy Assault missiles though.
Chainsaw Plankton
FaDoyToy
#3 - 2016-12-12 23:52:21 UTC
I'm guessing it is a server tick rate issue. an unmodified torp has a 9s flight time, up to 9.45s with a mgc, and 9.99 sec with a range script. You might be getting a slight range increase as it will increase the velocity, however since the extra flight time doesn't go over a whole extra second it is somewhat indeterminate where it will hit in the last second of flight time. I don't know how the server evaluates it, but it seems like missiles often vanish near the end of flight.

@ChainsawPlankto on twitter

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#4 - 2016-12-13 15:40:55 UTC
Chainsaw Plankton wrote:
I'm guessing it is a server tick rate issue. an unmodified torp has a 9s flight time, up to 9.45s with a mgc, and 9.99 sec with a range script. You might be getting a slight range increase as it will increase the velocity, however since the extra flight time doesn't go over a whole extra second it is somewhat indeterminate where it will hit in the last second of flight time. I don't know how the server evaluates it, but it seems like missiles often vanish near the end of flight.

I concur with Chainsaw. Unlike turrets, which base optimal/falloff calculations instantaneously, missile ranges are heavily dependent on server ticks. If you don't gain enough flight time to travel a whole extra second, you'll see no range increase.

As an experiment, try using two MGCs with range scripts and see if you notice a difference then. If you do, it's likely a server tick issue. If not, it could be something else.

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The Larold
This is an anagram of itself.
#5 - 2016-12-13 16:29:50 UTC
Bronson Hughes wrote:
Chainsaw Plankton wrote:
I'm guessing it is a server tick rate issue. an unmodified torp has a 9s flight time, up to 9.45s with a mgc, and 9.99 sec with a range script. You might be getting a slight range increase as it will increase the velocity, however since the extra flight time doesn't go over a whole extra second it is somewhat indeterminate where it will hit in the last second of flight time. I don't know how the server evaluates it, but it seems like missiles often vanish near the end of flight.

I concur with Chainsaw. Unlike turrets, which base optimal/falloff calculations instantaneously, missile ranges are heavily dependent on server ticks. If you don't gain enough flight time to travel a whole extra second, you'll see no range increase.

As an experiment, try using two MGCs with range scripts and see if you notice a difference then. If you do, it's likely a server tick issue. If not, it could be something else.


Will try that out to see what's going on. You know, I can't help but laugh it bumping up the +5 missile projection implants to +6 might actually make a difference. Still doesn't justify the cost, but would be neat to see if I can actually hit out to 98km.

Soldarius
Dreddit
Test Alliance Please Ignore
#6 - 2016-12-16 16:01:28 UTC  |  Edited by: Soldarius
Chainsaw Plankton wrote:
I'm guessing it is a server tick rate issue. an unmodified torp has a 9s flight time, up to 9.45s with a mgc, and 9.99 sec with a range script. You might be getting a slight range increase as it will increase the velocity, however since the extra flight time doesn't go over a whole extra second it is somewhat indeterminate where it will hit in the last second of flight time. I don't know how the server evaluates it, but it seems like missiles often vanish near the end of flight.


This. If the bonus does not push your flight time over into the next server tick, you will see no actual range increase.
Elise Randolph wrote an excellent thing on reddit about the effect of missile velocity and flight time on observed range in relation to server ticks.

http://youtu.be/YVkUvmDQ3HY

The Larold
This is an anagram of itself.
#7 - 2016-12-16 22:02:49 UTC  |  Edited by: The Larold
Soldarius wrote:
Chainsaw Plankton wrote:
I'm guessing it is a server tick rate issue. an unmodified torp has a 9s flight time, up to 9.45s with a mgc, and 9.99 sec with a range script. You might be getting a slight range increase as it will increase the velocity, however since the extra flight time doesn't go over a whole extra second it is somewhat indeterminate where it will hit in the last second of flight time. I don't know how the server evaluates it, but it seems like missiles often vanish near the end of flight.


This. If the bonus does not push your flight time over into the next server tick, you will see no actual range increase.
Elise Randolph wrote an excellent thing on reddit about the effect of missile velocity and flight time on observed range in relation to server ticks.


I have a very hard time believing this is the sole contributing factor. Because my flight time is listed ending with .99 seconds after the decimal place. That means, according to the speculation mentioned above, 99% of the time I should be hitting max distance, and 1% of the time getting distance as if flight time were one second less.

During testing, I hit 0 times out of 50 shots fired at a stationary target, all shots fired at a range of no less than A and no more than B. (A = reported range without range script, B = reported range with script running).

If the aforementioned mechanics are in fact in place and the lone contributor to this weirdness, then the probability of the results I had is 0.01 ^ 40 (raised to the 40th power), which is so infinitesimally small my brain can not comprehend it.

Percentage-based rounding can't be the single underlying factor here. Unless I'm missing something?
HandelsPharmi
Pharmi on CharBazaar
#8 - 2016-12-19 12:32:06 UTC
Have you started and stopped the launcher for every single shot?
The Larold
This is an anagram of itself.
#9 - 2016-12-20 22:07:36 UTC
HandelsPharmi wrote:
Have you started and stopped the launcher for every single shot?


That is an exceptionally good question! I did 5 batches of 10. I'd be happy to try 50 individual shots, or one batch of 40 shots.
Marina Turok
INCHLDCRP
#10 - 2016-12-21 16:23:48 UTC
Dumb question maybe, but are you sure you activated the Missile Guidance computer? It's not a passive mod like the guidance enhancer.
The Larold
This is an anagram of itself.
#11 - 2016-12-22 21:00:00 UTC
Marina Turok wrote:
Dumb question maybe, but are you sure you activated the Missile Guidance computer? It's not a passive mod like the guidance enhancer.


Absolutely positive. I always make sure to confirm that before I start testing.