These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Missile trajectory

Author
Voxinian
#1 - 2017-04-27 17:06:09 UTC
So whats up with the flight path of missiles after leaving the missile bay? Firing gigantic cruise missiles and they zig zag like firework to the target. It's pretty much immersion braking seeing the silly zig zag smoke trail. It was not like this before and I like to see it changed back, because it looks pretty lame now.

sample pic
Rawketsled
Generic Corp Name
#2 - 2017-04-27 23:04:37 UTC
I've never seen them do that before.

Possibly a bug. Shold submit a bug report and have CCP look at it.
Voxinian
#3 - 2017-04-27 23:53:13 UTC
I doubt a bug could produce this behavior. All I know for sure is that it is lame looking at these missile visuals, Missile boats are the under class as it is so don't make them even less attractive with lame effects that makes no sense.
Nevyn Auscent
Broke Sauce
#4 - 2017-04-28 00:07:55 UTC
Missiles that fly straight are easy targets for PDS's. Missiles that zigzag are a real thing to some extent. And space sci fi uses that even more on the longer range type stuff.
Voxinian
#5 - 2017-04-28 00:19:09 UTC
Nevyn Auscent wrote:
Missiles that fly straight are easy targets for PDS's. Missiles that zigzag are a real thing to some extent. And space sci fi uses that even more on the longer range type stuff.


This 'zigzag' effect is part of the launching effect. Once the Missiles are launched they will zigazag like in that sample pic for a bunch of seconds and then continues in a normal flight path/trajectory to the target.
Sobaan Tali
Caldari Quick Reaction Force
#6 - 2017-04-28 00:38:20 UTC  |  Edited by: Sobaan Tali
It's a sync issue between client and server. Specifically, that's the client trying to verify where the missiles should be visually and then realizing they're in the wrong spot and compensating for it. Normally, its able to do this in real time without delay, thus creating an environment where the missile smoothly move and turn towards target. The zig-zagging is momentary interrupts in connectivity. Sometimes, they'll even corkscrew in odd directions before landing on target.

It's only ever happened to me when Steam or Windows is downloading updates without my knowledge...again. Or if someone else in the household is downloading crap...also again. Man, you'd think I'd learn and move out on my own. When your connection is good and nothing hogging up the line, missiles visually work without issue. So I leave Steam off when not using Eve. Nothing I can do about Windows going OFP on its own, though. Thanks for that Microsoft.

It's just like what happens when people teleport around in MWO due to bad ping since the missiles are actually tracked the same way players and such are.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Voxinian
#7 - 2017-04-28 00:59:03 UTC
I have a 200Mb fibrewire connection and I play EvE on a decent gaming rig so I doubt thats the isuue either (it never was before).
Cade Windstalker
#8 - 2017-04-28 02:49:51 UTC
Sobaan Tali wrote:
It's a sync issue between client and server. Specifically, that's the client trying to verify where the missiles should be visually and then realizing they're in the wrong spot and compensating for it. Normally, its able to do this in real time without delay, thus creating an environment where the missile smoothly move and turn towards target. The zig-zagging is momentary interrupts in connectivity. Sometimes, they'll even corkscrew in odd directions before landing on target.

It's only ever happened to me when Steam or Windows is downloading updates without my knowledge...again. Or if someone else in the household is downloading crap...also again. Man, you'd think I'd learn and move out on my own. When your connection is good and nothing hogging up the line, missiles visually work without issue. So I leave Steam off when not using Eve. Nothing I can do about Windows going OFP on its own, though. Thanks for that Microsoft.

It's just like what happens when people teleport around in MWO due to bad ping since the missiles are actually tracked the same way players and such are.


This is incorrect. On the server the missile flies from the center of your ship to the target in a series of straight lines at tick intervals.

The actual graphics as we see them are entirely created by the client.

@OP if you mean this only started happening with last patch, it's probably a bug, file a bug report. If this is something significantly less recent then sorry you don't like the missile effects.
Rawketsled
Generic Corp Name
#9 - 2017-04-28 03:31:39 UTC
If it's not a connectivity/synchronisation issue, my bet is an errant optimisation enforced by your graphics drivers.
Cade Windstalker
#10 - 2017-04-28 13:25:34 UTC
Rawketsled wrote:
If it's not a connectivity/synchronisation issue, my bet is an errant optimisation enforced by your graphics drivers.


This doesn't make much sense either, unless the trails aren't actually following the missile path. The game should be telling the graphics drivers where it wants a rocket trail and then the drivers will draw the trail there. The Graphics Card should have zero control over where a missile looks like it's flying.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#11 - 2017-04-28 14:41:06 UTC
Voxinian wrote:
So whats up with the flight path of missiles after leaving the missile bay? Firing gigantic cruise missiles and they zig zag like firework to the target. It's pretty much immersion braking seeing the silly zig zag smoke trail. It was not like this before and I like to see it changed back, because it looks pretty lame now.

sample pic

This zigzagging is perfectly normal when these missiles launch from their tubes and then have to first get a trajectory and position on their target.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Voxinian
#12 - 2017-04-28 21:01:13 UTC  |  Edited by: Voxinian
Rivr Luzade wrote:
Voxinian wrote:
So whats up with the flight path of missiles after leaving the missile bay? Firing gigantic cruise missiles and they zig zag like firework to the target. It's pretty much immersion braking seeing the silly zig zag smoke trail. It was not like this before and I like to see it changed back, because it looks pretty lame now.

sample pic

This zigzagging is perfectly normal when these missiles launch from their tubes and then have to first get a trajectory and position on their target.


You mean 'normal' for 2017 technology or the far EvE futuristic technology it suposed to have? It isn't very realistic as is with the puffy smoke trail (not possible in the vacuum space), but it now also looks like North Korea is firing their first proto type 1970's cruise missiles instead of an EvE futuristic battleship.
Cade Windstalker
#13 - 2017-04-28 21:08:14 UTC
Voxinian wrote:
You mean 'normal' for 2017 technology or the far EvE futuristic technology it suposed to have? It isn't very realistic as is with the puffy smoke trail (not possible in the vacuum space), but it now also looks like North Korea is firing their first proto type 1970's cruise missiles instead of an EvE futuristic battleship.


You keep saying "now" when did you notice this?
ShahFluffers
Ice Fire Warriors
#14 - 2017-04-29 02:50:37 UTC
I have noticed that the "zig zag" effect goes away (or is not noticeable) if you zoom out a bit.
Rawketsled
Generic Corp Name
#15 - 2017-04-30 22:23:24 UTC
Cade Windstalker wrote:
Rawketsled wrote:
If it's not a connectivity/synchronisation issue, my bet is an errant optimisation enforced by your graphics drivers.


This doesn't make much sense either, unless the trails aren't actually following the missile path. The game should be telling the graphics drivers where it wants a rocket trail and then the drivers will draw the trail there. The Graphics Card should have zero control over where a missile looks like it's flying.

It depends on how the drivers are told to draw the path.

And truth be told, I actually don't believe the trails are following the truth path of the missile. On my client, I can frequently see autocannon trails swing through space as the guns change from tracking one target to the next. The same is true with the mining lasers on my alts.
Cade Windstalker
#16 - 2017-05-01 14:33:18 UTC
Rawketsled wrote:
Cade Windstalker wrote:
Rawketsled wrote:
If it's not a connectivity/synchronisation issue, my bet is an errant optimisation enforced by your graphics drivers.


This doesn't make much sense either, unless the trails aren't actually following the missile path. The game should be telling the graphics drivers where it wants a rocket trail and then the drivers will draw the trail there. The Graphics Card should have zero control over where a missile looks like it's flying.

It depends on how the drivers are told to draw the path.

And truth be told, I actually don't believe the trails are following the truth path of the missile. On my client, I can frequently see autocannon trails swing through space as the guns change from tracking one target to the next. The same is true with the mining lasers on my alts.


I noted this above, they aren't.

On the server the missiles originate from the center of your ship and fly in a series of straight lines toward the target as it changes position. The effects on the client are just that, effects produced by the client to make things look pretty, they have zero impact on the server side physics sim.

And what I meant by the trails not actually following the missile path was the path on the client, not on the server. The way the drivers work is at a very very low level, all of the details about where things are drawn are worked out at a much higher point, the only time the drivers should have any impact is if a graphics function is being called to do something like tessellate an effect and something is screwy in that call.

It's *really* unlikely that this is a driver error though. If it's an error at all it's likely in CCP's code on the client.