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

First post
Author
Tanya Powers
Doomheim
#41 - 2011-11-26 19:07:45 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 :(



I hate you but I like what you just did there Lol

Trou de cul !!
Ulstan
State Protectorate
Caldari State
#42 - 2011-11-26 19:45:56 UTC
I can see how adding new turret hardpoints to all missile ships could be time consuming. I can also see how making each turret shoot an individual missile undoes all the lag benefit we get from grouping missiles in the first place.

I think there are several possible time saving work arounds.

Many missile ships already have built in missile launchers: Drake, Manticore, etc.

Why not create a visual effect that goes from each missile launcher and converges at a specific point some little distance from the hull? Then just spawn the missile 'ball' at that point and treat it as normal.

This would not require reworking either the hardpoints on those ships nor the missile mechanics - but would be a very large improvement compared to the 'ball of light spawning in the center of the ship' that we have now.
bornaa
GRiD.
#43 - 2011-11-26 20:07:16 UTC
I believe in CCP that they will do it in spectacular way...
[Yes, I'm an Amateur](http://www.youtube.com/watch?v=hRa-69uBmIw&feature=relmfu)
Mashie Saldana
V0LTA
WE FORM V0LTA
#44 - 2011-11-26 20:28:19 UTC
Well it would be a boost to missiles as they will start flying in the right direction from start and not waste a second flying in the direction of the ship and then turning towards the target.

With some added smoke trails it could look really damn sexy tbh.
Ranger 1
Ranger Corp
Vae. Victis.
#45 - 2011-11-26 20:44:39 UTC  |  Edited by: Ranger 1
Quote:
Why not create a visual effect that goes from each missile launcher and converges at a specific point some little distance from the hull? Then just spawn the missile 'ball' at that point and treat it as normal.


I rather imagine this is how it will have to be done when missiles are grouped. It should also be possible for that "ball" to have a graphic that looks like multiple missiles spiraling around each other, and it doesn't necessarily have to be a tight grouping either.

It would be interesting if all of the hulls to could be adapted to something resembling a T3 approach, where instead of having separate missile launchers appear on the hull just like guns do a new hull section would appear with a variable number of missile launchers as part of the modeling of that section. This section would always appear in the same place on the hull (away from any current gun hard points) and would keep the missiles all spawning in close proximity to each other (helping make the firing effect simpler).

This way your Raven or Drake would have a raised section or two bristling with launchers that would appear when you mount your launchers in fitting. For ships that have few optional launchers available a smaller version of the same would appear somewhere on the hull. It could also have an animation of doors opening on it, similar to the way guns pop out now.

This way no rotating and widely spaced turret-like launchers. Thus providing the advantage of a fixed exit trajectory for all missiles, all grouped closely from one or two points on the hull... vastly simplifying the physics and firing/flight graphics involved.

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

Nova Fox
Novafox Shipyards
#46 - 2011-11-26 20:55:54 UTC
SMT008 Bascially brought up all the concnerns that CCP did express with us in the past.

I offered some easy solutions

1 keep the missile miniball cores the same. remove their model/make invisible.
2 Make the turrets shoot at the core with thier particle effect, this includes an engine trail effect and a missile exhaust effect. Since we all know that a missile model is a hexagonal tube not worth keeping/redoing. The fun part however is getting the particle effect look good when it launches out to meet the core.
3 the particle effect will chase the core into the target where it then flips over into the death animation.

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

bornaa
GRiD.
#47 - 2011-11-26 21:23:05 UTC  |  Edited by: bornaa
Avila Cracko wrote:
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.


I think this is nice idea that don't give more lag...



* I suppose that "ball of light" is "whats now ball of light"
[Yes, I'm an Amateur](http://www.youtube.com/watch?v=hRa-69uBmIw&feature=relmfu)
Herzog Wolfhammer
Sigma Special Tactics Group
#48 - 2011-11-26 22:48:11 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.



Having done 3D simulations with missiles for small projects - nothing on the level of a video game though - launching a missile from a launcher on a small model is not as easy as it sounds.

I'm just glad we have missiles.

(Can't speed/lame tank without 'em P )

Bring back DEEEEP Space!

Avila Cracko
#49 - 2011-11-27 09:45:06 UTC
bornaa wrote:
Avila Cracko wrote:
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.


I think this is nice idea that don't give more lag...



* I suppose that "ball of light" is "whats now ball of light"



Thnx... Smile

and yes...
track missiles like now, but make that missile invisible...
and missiles on client side that are fired out of launchers and are just wow track that invisible missile that server tracks...

truth, the whole truth and nothing but the truth.

Zions Child
Higashikata Industries
#50 - 2011-11-27 09:59:17 UTC
IIRC the principal issue with missiles, is that when they spawn them from any place other than the center of the ship, it pushes the ship back (like when people bump an Orca off gate to successfully murderface it). This is because they are considered objects. The missile code has all sorts of problems that need to be dealt with though, and when they deal with those they will probably be able to implement missile launchers relatively easily.
Sirinda
Ekchuah's Shrine Comporium
#51 - 2011-11-27 11:30:33 UTC
SMT008 wrote:
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.



Tengu can already mount up to six guns, as it has a hybrid offensive subsystem. You're welcome.

Also, I'm almost 100% sure the Rattlesnake has turret hardpoints inherited from the Scorpion as well. The Drake would pose the problem you outlined, though, along with other pure missile ships.

Also, any guided missile I would implement using several VLS per ship.
Shivus Tao
Brutor Tribe
Minmatar Republic
#52 - 2011-11-27 12:11:56 UTC  |  Edited by: Shivus Tao
There's another issue in that for their size, torpedo launchers would look silly on the current raven hardpoints. You also have to think about what this will do for stealth bombers. To maintain continuity, CCP would have to give stealth bombers a special class of siege launcher to keep the launchers at a reasonable size without saying "oh they're smaller due to stealth bomber space magic". Though it would be funny to see a hound flying around with 3 massive bricks sitting around it.
Baneken
Arctic Light Inc.
Arctic Light
#53 - 2011-11-27 12:14:46 UTC
What people are obviously missing is that missiles are an object in their own so they can't be just fixed on client side without touching the server side as well.
As destiny handles everything as "balls" it means you have a one huge ball (your ship) and small ball (missile) that moves towards your target (another big ball).
So making missile appear where you want it to appear would mean destiny would have to be forced to track your ship models relative position to it's target in order for a missile to appear where it's supposed to appear (ie. from a launcher and not 3km from a port side for instance).
For guns this is easy since it's all client side as far as effects are concerned and server only tells client to show an animation when X happens.
Avila Cracko
#54 - 2011-11-27 12:21:08 UTC
Shivus Tao wrote:
There's another issue in that for their size, torpedo launchers would look silly on the current raven hardpoints. You also have to think about what this will do for stealth bombers. To maintain continuity, CCP would have to give stealth bombers a special class of siege launcher to keep the launchers at a reasonable size without saying "oh they're smaller due to stealth bomber space magic". Though it would be funny to see a hound flying around with 3 massive bricks sitting around it.



Just give stealth bombers a larger frigate stile launchers for torpedoes...
And write it's made with jovian tech and only stealth bombers can fit it. (or something like that)


and about bomb launcher... that you can make like Large torpedo under the frigate... large almost as frigate itself... Twisted
(look at modern fighters and how big is bomb they have under their belly when they are going to bit ground objects)

truth, the whole truth and nothing but the truth.

Raven Ether
Doomheim
#55 - 2011-11-27 13:31:42 UTC
missile bays plz
Adunh Slavy
#56 - 2011-11-27 13:35:36 UTC  |  Edited by: Adunh Slavy
Ya know what you could do CCP ... don't worry about showing missiles coming from the hard points, instead show a big puff of launch smoke and fire coming from the hard points. Make the focal point for the hard points, the smoke/fire poof particle trails, be something like 3 times the distance from the center of the ship. Make the smoke and fire poof dense, but not very long lived, dense enough and poofy enough to fill the volume of the 'pyramid-ish' shape created by all the hard points to the focal point, no one will be any the wiser.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Dante KamiyaX
STARK INDUSTRIES.INCX
#57 - 2011-11-27 14:37:03 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.


Here's how they can cut cornners to do it. Use gun turret hardpoints, remodel the guns to look like missile hardpoints, call them missile turrets that occupy the same place gun turrets do, and reprogram missiles to come out of each turret/missile battery instead of the center of the ship. Or program the missiles to use similar program rails that charges do at least at launch then go off to use the missle rail system as before.
Daedalus Arcova
The Scope
#58 - 2011-11-27 14:38:30 UTC
Dante KamiyaX 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.


Here's how they can cut cornners to do it. Use gun turret hardpoints, remodel the guns to look like missile hardpoints, call them missile turrets that occupy the same place gun turrets do, and reprogram missiles to come out of each turret/missile battery instead of the center of the ship. Or program the missiles to use similar program rails that charges do at least at launch then go off to use the missle rail system as before.


I'm sure if it was that easy, CCP would have done it already.
Jada Maroo
Native Freshfood
Minmatar Republic
#59 - 2011-11-27 16:26:32 UTC  |  Edited by: Jada Maroo
CCP is making it harder than it needs to be. Stop treating missiles as actual objects and render them as client side visual effects like the new engine trails. Remove them as server-tracked objects entirely, and remove Defenders and the Defender skill. Treat missiles as delayed reaction damage. Note the time of the launch server side. Use missile velocity skill to aid in calculating time until impact. At that time check to see if the target ship is still on grid. If it is, determine current distance of launcher ship from target, check against launch time and max speed of target ship. If within range, assume the missile always hits the target (this makes it eaiser to render the missile visual effect), but then use target speed and sig size as normal to dertmine if any damage is applied and render the explosion on or near the object based on the result.
Avila Cracko
#60 - 2011-11-27 18:13:15 UTC  |  Edited by: Avila Cracko
Jada Maroo wrote:
CCP is making it harder than it needs to be. Stop treating missiles as actual objects and render them as client side visual effects like the new engine trails. Remove them as server-tracked objects entirely, and remove Defenders and the Defender skill. Treat missiles as delayed reaction damage. Note the time of the launch server side. Use missile velocity skill to aid in calculating time until impact. At that time check to see if the target ship is still on grid. If it is, determine current distance of launcher ship from target, check against launch time and max speed of target ship. If within range, assume the missile always hits the target (this makes it eaiser to render the missile visual effect), but then use target speed and sig size as normal to dertmine if any damage is applied and render the explosion on or near the object based on the result.


Works for me...
and if they do that i think that would be the biggest step in combat against lag they ever made...
server would have to track only ships and drones then...
and we can have the fabulous missile effects... Big smile

truth, the whole truth and nothing but the truth.