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New dev blog: I don‘t always miss, but when I do...I do it with style.

First post
Author
Anvil44
Avedis Corporation
The Vanguard Syndicate
#41 - 2011-11-18 16:17:50 UTC
CBBOMBERMAN wrote:
i fear for the lag this can create in battles cos of sync....

hmm a shot missed does not have to be drawn exactly the same for all clients...
that is to say that it the shot is a miss it does not have to reproduce it exactly for each client....alot of overhead. Best is if miss shot, let each client random generate path of laser maybe....this way the only thing that has to be synched is the message of miss and nothing else....
based on the position of ships, each client can more or less "tell" the angle of the miss shot...it does not have to be perfect....
Its a dirty fix i know.....


One thing many people forget about is that many clients are not powerhouse computers. To do what is suggested here is not only extra CPU work (minor if you only have one or two other ships, but fleet fights?) but it can also be a graphical chore, depending on what needs to be drawn and how. What I am thinking about, is the less repetitive the task, the greater that GPU workload. I could be wrong about that, but I don't think I am entirely. However, someone that actually attempts coding this would know better.

And it could only be a minor addition to the client workload (Yay, I'm wrong!) Just food for thought.

I may not like you or your point of view but you have a right to voice it.

Kadazer
The Scope
Gallente Federation
#42 - 2011-11-18 16:27:57 UTC
Missing shots are great. Only one small thing I would appreciate: Let them miss at random position around the ship. It looks weired when all missing shot hit the same spot in space over and over again.

The other suggestions about different spots the ship gets hits are great too.
GRIEV3R
Ranger Corp
Vae. Victis.
#43 - 2011-11-18 16:30:23 UTC
I hit the belts on SiSi to see what this looks like and I think it's totally awesome. It immediately makes combat feel very different to see the lasers zipping past you.

I can imagine the technical difficulties of coding this to be 100% as accurate as real life must be incredible. I'm a college student majoring in Aerospace Engineering, and as part of my education I have to have a basic understanding of how to write code in C++ and Matlab. Even that tiny, minuscule taste of what real code actually looks like has given me a profound new respect for you guys at CCP. I find it difficult to whip up a simple while loop to calculate the trajectory of a baseball; I can't even fathom how intricate the code must be for something like Eve.

So if there are still a couple of minor issues with this change because the code is really, really complicated - that's fine by me. You guys are awesome.
CCP Choloepus
C C P
C C P Alliance
#44 - 2011-11-18 16:32:40 UTC
Anvil44 wrote:
CBBOMBERMAN wrote:
i fear for the lag this can create in battles cos of sync....

hmm a shot missed does not have to be drawn exactly the same for all clients...
that is to say that it the shot is a miss it does not have to reproduce it exactly for each client....alot of overhead. Best is if miss shot, let each client random generate path of laser maybe....this way the only thing that has to be synched is the message of miss and nothing else....
based on the position of ships, each client can more or less "tell" the angle of the miss shot...it does not have to be perfect....
Its a dirty fix i know.....


One thing many people forget about is that many clients are not powerhouse computers. To do what is suggested here is not only extra CPU work (minor if you only have one or two other ships, but fleet fights?) but it can also be a graphical chore, depending on what needs to be drawn and how. What I am thinking about, is the less repetitive the task, the greater that GPU workload. I could be wrong about that, but I don't think I am entirely. However, someone that actually attempts coding this would know better.

And it could only be a minor addition to the client workload (Yay, I'm wrong!) Just food for thought.


Performance shouldn't be noticeably affected at all, it does a tiny bit of vector maths to calculate miss positions but this only happens for anything that could miss (i.e. only yourself and things shooting at you at the moment) and only when necessary. Graphics impact is effectively zero, you draw a few more pixels of laser or what-have-you but there's no extra information sent to the GPU as it would need to render the effect anyway.

Some of the additional features being proposed are a bit heavier on the client, so we'll most certainly be profiling those and asking for performance feedback if and when they hit SiSi! Smile
Sarrian Calda
Perkone
Caldari State
#45 - 2011-11-18 16:50:03 UTC
I don't think missiles need to add any more effects on the victims as missiles simply do not miss.

They expire when they reach their maximum flight time and just extinguish themselves.

What I would like to see, is to have actual missile launcher models placed on the ships wherever the pilot decides to place the launcher bays at.

Some ships, probably Destroyer size and below, are probably too tiny to place actual launcher models on them. Some ships like the Caldari Crow actually does look like the model of the launchers are already included in the design of the ship, so there's no extra work there.

Then! We can have missiles actually firing from the launchers instead of spawning from the middle of the ship like some Zerg Queen.

There's probably zero additional data required for data transmission for this. You can fix the client code so that the launchers will always fire in a particular sequence if the pilot decides to launch the weapons one by one, but the launchers will always, for example, fire from left to right regardless of the order of placement of the launchers. Of course, you can build this ordering of the launchers into the client since the players can't re-assign physical launcher order in the space even if they changed the module icon placement in the HUD.

For the large ships, specifically capital-class ships, the placement of the launcher has no effect on its effective range. It doesn't mean that the launchers at the front can hit the target while the launchers at the back are missing the target due to them falling short of a few meters. Calculation of effective firing point and range is still the same.

When individual launchers run out of missiles, it would just stop firing. Again, this coding is client-based. If the server tells the client that "Launchers 1, 3 and 4 are out of ammo.", which is usually the case when the last cycle used up the last ammo, then the client will just base on that existing information and stop the animation of the empty launchers.

There should be little extra work on the client. This would be exactly the same as someone firing missiles one by one instead of firing them as a group, and this has been going on for as long as I started playing EVE.
If the camera is zoomed all the way out, all these little details of the launchers can be hidden to optimize rendering of large scale battles. No point rendering details when the ships are just brackets, right? If I'm not wrong, this is already built into the game, so no extra work there as well (at least not much).

Then, last but not least, if the individual weapon modules are actually destroyed or disabled, simply replace it with a static model of the corresponding state, or just replace them with the same model, just to show that your enemy is less painful to you now (or vice versa).

Ah, for something fanciful, it'll be nice to add optional trails for the missiles to show how fast they are and to see the enemies panic when multiple smoke trails are converging on them.

I should just say this:
I wish observing EVE fleet battles feel like observing gratuitous space battles.Cool
Nova Fox
Novafox Shipyards
#46 - 2011-11-18 16:51:57 UTC  |  Edited by: Nova Fox
So far so good, and I find it amazing at the slight of hand used to cheat resources up for other things on a short notice.

Now for missiles missing. Cant you barrow the target no longer exists behavior for a miss, I do understand that missiles are a pita to deal with becuase they're actual obejcts in space with similar properties to a suicide ship on a one way trip to its target. Though this i can see being a bit harder because you have to figure out what qualifies for a missile missing. I have to vote out of range targets.

Also quick question since I cannot test at the moment due to school and patching needed, do your own drones animate the misses as well or do they do the same thing as third party viewership? is this also something you are going to look into or wait for the drones to get regutted and redone entirely.

Then finally ever considered giving a bending line for the autocannons? "Firing Arcs" faster the target higher the bend? not sure how much more backend that would require though. You can probably do a modification of this for hybrid/arty misses as well.(where shot spin simply destabilized the round and it arcs off randomly after missing)

on a related note
It really does annoy me that ships have extremly few hit spots and i voiced it before but woudl it be possible to make any attachment point on the ship (for moving parts, turrets slots (used or not used yet) and engine effect sorce to double up as a hit spot with an attribute change?

Either way good luck with your sitdown with an indepth look at the code and hope you guys throw some awsomer hit effects while you're at it.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

2manno Asp
Death By Design
#47 - 2011-11-18 16:52:59 UTC
A. Awesome and about time! One of the first things I noticed that really bothered me about EVE (besides the ugly ships) and still does is the whole every-shot-hits-you-but-doesn't-do-damage thing. This is so welcomed.

B. That last picture of lord knows how many ships missing, isn't exactly a good thing imo. In fact it looks like complete sensory overload. I guess we'll have to check it out on the test server/actual release. Especially in those newly balanced plexes where you've planned on adding even more zombies. Might want to re-consider that, and take some out but make them stronger...
Ebisou
Garoun Investment Bank
Gallente Federation
#48 - 2011-11-18 16:59:01 UTC
As I post in every graphics update post.....WHY AM I STILL FLYING A CLOAKED HARBINGER?

Fix whats broken before screwing things up with new buggy features.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#49 - 2011-11-18 16:59:16 UTC  |  Edited by: Abdiel Kavash
Please don't never ever make any sort of guesstimation on whether a shot should be drawn as a hit or miss. If it ever becomes possible to draw others' shots accurately, I'm all for it, but don't make the client lie to us. I'd rather have all shots visually connect and know that they might or might not have missed, than to have some hits and some misses (even if in the right proportions), but have the target actually take damage when the shot visually misses. Providing no information is always better than providing false information.

I don't care about the ratio of hit/miss. I'm not going to stare at someone for a few minutes, watching him get shot at, to determine that approximately 60% of those shots actually mised. I want to see that the last three shots from the enemy battleship landed on the friendly interceptor, and he will most likely need repairs NOW.
Malcom Dax
Sebiestor Tribe
Minmatar Republic
#50 - 2011-11-18 17:01:32 UTC  |  Edited by: Malcom Dax
For showing other ships hit/miss would it be possible to calculate the % chance to hit of all the ships in the fight client side? Hits and misses could then be simulated on the client in accordance with this percentage.

The client knows the positions and movements of all the ships on grid and when they start shooting at each other. The % chance to for each ship that is shooting could be partially calculated and communicated to the client when the shooting starts. The client could then plug in the data for angular velocity every few seconds to get an updated % to hit.

Looking at the % chance to hit formula on Eveopedia, there are a bunch of things that i assume the client does not know (sig radius, turret sig resolution etc) and isn't allowed to know. Everything in that formula can be rearranged into a couple of quantities that could be calculated on the server, one relating to tracking speed, turret sig resolution and target sig radius, and the other relating to weapon ranges. These can be passed to the client which can then add in the angular velocity information.

As far as communication overhead is concerned this may not scale too well, since it would add another few bytes to each 'shooting has started' notification, which in big fleet fights may amount to a lot of extra data.

I'm also aware that there is potential for exploiting the partially calculated chance to hit numbers client side and this may or may not be a serious flaw of the above.

.

Bloodpetal
Tir Capital Management Group
#51 - 2011-11-18 17:01:57 UTC  |  Edited by: Bloodpetal
Great job!!

On missiles ...

Missiles always hit unless they run out of lifetime before reaching their target.


They just do consistently variable amounts of damage from 1 to max damage based on hit criteria (Sig radius, exp speed)...


I suppose what would make the most sense for missiles is that they don't impact 100% on target if the target is a smaller resolution... so you see the explosions go off to the left or right side, let's say, and the shockwave just "grazes" your ship so to speak .



I like the quality of shot idea and interested to see that in action.


Bear

Where I am.

Celebris Nexterra
The Scope
Gallente Federation
#52 - 2011-11-18 17:05:52 UTC
W00t!!!! Finallyyyyyy!!

Great job, and keep the awesome stuff coming!!
Mjana
Switzerland EVE Corp.
#53 - 2011-11-18 17:11:28 UTC
Damion Rayne wrote:
Jarnis McPieksu wrote:
Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?

I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.

We. Are. Talking. About. A. Single. Bit. Some Pro coding will embed it nicely into the current data (just steal one bit off some value that is being sent about each shot and use it for this), so the added amount of data would be zero.

0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code.


The audacity of this post blows me away, you are obviously not a programmer.

I'm a programmer too and I also thought at first, that the client already receives information about every shot (Since is needed to properly reflect a battle).
The optimization of only sending start/stop information is not mentioned anywhere in the blog.
Calling this audacity is pretty harsh and the OP clearly does have some knowledge about programming.
Ranger 1
Ranger Corp
Vae. Victis.
#54 - 2011-11-18 17:16:15 UTC  |  Edited by: Ranger 1
Outstanding work!

Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:

Ships that are in your gang watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level in both cases). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?

If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.

As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.

Repectfully submitted, although you've probably already considered this.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#55 - 2011-11-18 17:19:26 UTC
On the subject of missiles:

Keep current graphics on guided missiles.

Have unguided missiles explode nearby like a miss, but perhaps give them a slightly larger explosion graphic if needed. This would give the impression that the unguided missiles do their damage from proximity hits.

No detailed information beyond what is already sent would be needed.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Chicken Pizza
One-man Armada
#56 - 2011-11-18 17:27:50 UTC
Abdiel Kavash wrote:
Please don't never ever make any sort of guesstimation on whether a shot should be drawn as a hit or miss. If it ever becomes possible to draw others' shots accurately, I'm all for it, but don't make the client lie to us. I'd rather have all shots visually connect and know that they might or might not have missed, than to have some hits and some misses (even if in the right proportions), but have the target actually take damage when the shot visually misses. Providing no information is always better than providing false information.

I don't care about the ratio of hit/miss. I'm not going to stare at someone for a few minutes, watching him get shot at, to determine that approximately 60% of those shots actually mised. I want to see that the last three shots from the enemy battleship landed on the friendly interceptor, and he will most likely need repairs NOW.


I automatically agree with anyone who RR's an interceptor. Those logi pilots are the best logi pilots.

As long as you aren't making missed shots deviate so far from the intended target that I don't know who the heck someone is shooting at, then good job!
Nanohasan
Republic Military School
Minmatar Republic
#57 - 2011-11-18 17:28:16 UTC
Ranger 1 wrote:
Outstanding work!

Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:

Ships that are in your watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?

If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.

As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.

Repectfully submitted, although you've probably already considered this.


sorry to say this but that is exactly what is done. the miss/hit effects are between the one that fires and the one being fired at. So since you need to target a ship to fire at it (with the exeption of fof missiles), your suggestion is exactly what this update is about.
Jaldard
Pator Tech School
Minmatar Republic
#58 - 2011-11-18 17:31:57 UTC
Quote:
We could send information about every shot to everyone in a fleet battle, but this would be a huge increase to server load and communication bandwidth to the point where Team Gridlock would (quite rightly) fire me into the sun for even suggesting it.
I don't think so, of course it will have an (insignificant) impact on the bandwidth, but not on the server load, at least not in a negative way.
It seems obvious that it is more effective for the server to send all the data rather than computing (for each player) a list of what needs to be sent.
Of course I am not aware of the oddities that might exist in the server code, so please correct me if I'm wrong.
Ranger 1
Ranger Corp
Vae. Victis.
#59 - 2011-11-18 17:32:01 UTC
Nanohasan wrote:
Ranger 1 wrote:
Outstanding work!

Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:

Ships that are in your watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?

If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.

As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.

Repectfully submitted, although you've probably already considered this.


sorry to say this but that is exactly what is done. the miss/hit effects are between the one that fires and the one being fired at. So since you need to target a ship to fire at it (with the exeption of fof missiles), your suggestion is exactly what this update is about.


Not at all. You only (usually) fire on one ship at a time, not all of the ships you have targeted, nor do you always have all of the ships in your watch list (usually logistics pilots) targetted.

This would provide accurate visuals on all ships you are specifically interested in. Not as good as all ships on the field, but would cover all ships you aready recieve hit information on.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

CCP Choloepus
C C P
C C P Alliance
#60 - 2011-11-18 17:32:27 UTC
Ranger 1 wrote:
Outstanding work!

Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:

Ships that are in your watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?

If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.

As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.

Repectfully submitted, although you've probably already considered this.


No apologies for suggestions! If they've been raised before, it's at worst an extra vote for the feature, and more frequently covers some new ground as well. Smile

As it happens, this has come up before and it sounds like a solid idea to me. Things on your watch list might not be handled in exactly the same way as your targets and ship, but they do get at least some additional information compared to everything else on grid so we'll definitely be checking this out.