fly back bubbles

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Tommzen
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fly back bubbles

Post by Tommzen » Sat, 18. Mar 23, 18:31

:P Hello. This new fly back bubbles doesnt work.


Image


You can see in video.

https://youtu.be/DSs_rV25iD0

Because of this 5 boints on Xenonstations.

Image

Image

We have to much toot angles. Pls change that.
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CBJ
EGOSOFT
EGOSOFT
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Re: fly back bubbles

Post by CBJ » Sat, 18. Mar 23, 19:25

I have no idea what "fly back bubbles", "boints" or "toot angles" are.

Tommzen
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Re: fly back bubbles

Post by Tommzen » Sat, 18. Mar 23, 20:05

I thought there is a new bubble around every ship that creates a no fly zone for others. In the video you can see that doesn't work. The rattlesnakes gliching through others nearly. I belive we have to much blind spots on Xenonstations. Every rattlesnake is trying to shoot the same hitpoint on this station. We only have 5 hitpoints on defense Xenonstations and therefore allways gliching and raming the ships. And i wondering why. I saw the last changelogs and i thought it would work like this. See picture pls.

Image
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chew-ie
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Re: fly back bubbles

Post by chew-ie » Sat, 18. Mar 23, 20:21

I guess your mixing up "aiming point" with "collision detection mesh". I'd say they are two different things.

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Tommzen
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Re: fly back bubbles

Post by Tommzen » Sat, 18. Mar 23, 20:32

If you could create a cycle or some cycles around station with some points where can fly ships to shot the station that would be fine. Like in the last picture. And if additional a station had more than 5 hitpoints like this Xenondefencestation in my pictures above would it be easier for attacking ships and there comments. 🤔
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Tommzen
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Re: fly back bubbles

Post by Tommzen » Sat, 18. Mar 23, 20:46

chew-ie wrote:
Sat, 18. Mar 23, 20:21
I guess your mixing up "aiming point" with "collision detection mesh". I'd say they are two different things.

Nabend

1.
In den video mit den Klapperschlangen kann man sehr gut erkennen das alle Klapperschlangen auf max 2-3 Punkte an der Xenonstation schießen wollen bzw. es versuchen. Und deswegen verhädern und rammen die sich. Diese "collision detection mesh bubble" kann also garnicht richtig funktionieren, weil die sich gegenseitig ausweichen und positionieren wollen. Deswegen Punkt 2 bitte.

2.
Wenn die Xenonstation mehr als 5 Argriffspunkte hätte,( 5 hitpoints) könnten die schlangen sich besser aussrichten denke ich. Und noch besser wenn die hitpoints nummeriert wären.

3.
Wenn die Schiffe aus der Formation alleine zu ihren Angriffspungten fliegen könnten, den man ihnen durch einen unsichtbaren Kreis mit Koordinaten versehen vorgibt. Da jede station auf einer gewissen Ebene scheinbar ist und diese vorhanden ist, sollte dieser Kreis mit Koordinaten nicht zu schwer zu programmieren sein denk ich.

Evening



1.

In the video with the rattlesnakes you can see very well that all rattlesnakes want to shoot at max 2-3 points at the xenon station or try it. And that's why they are skinning and ramming each other. This "collision detection mesh bubble" can't work properly, because they want to avoid and position each other. Therefore point 2 please.



2.

If the xenon station had more than 5 attack points (5 hitpoints) the snakes could align themselves better I think. And even better if the hitpoints were numbered.



3.

If the ships could fly out of the formation alone to their attack points, which are given to them by an invisible circle with coordinates. Since every station seems to be on a certain level and this is present, this circle with coordinates should not be too difficult to program I think.
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Tommzen
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Re: fly back bubbles

Post by Tommzen » Sat, 18. Mar 23, 22:29

Hm. Here it works pretty well i would say. :gruebel: :doh:


https://youtu.be/Tl5iyMTMwRE
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