apricotslice wrote:Lots of activity while I've been asleep.
An observation from a comment......
Part of the problem seems to be where exactly ships aim at. Now I noticed recently that for J's and K's, the aim point is no longer the center, but a spot on top to the rear.
Now i know Observe played around with making a ship that was impossible to hit, simply because there was no ship hull at the point where the aim was.
Would it be possible to move the aim point on all ships, so that it reflects the easiest point for ships to hit ? Or indeed, move the aim point a bit outside the ship (not too far) enough that it gives fighters a chance to hit before they have to avoid ?
I'm all for increasing the range of guns. Add 2km to all guns. The only problem is that on the player ship, the auto-aim doesnt change just because you extend the range of the gun. I have 6km PBE's and only get a target lock indicator at 4km. Some guns by their design will still not hit a barn door with a 2km range increase. Gun selection still plays a part, but at least if we had some guns that can hit, we can recommend which guns to use.
I'm resolving this now--many ships are off balance up/down. The center of mass actually lies below the 0 plane of their scene and my generic exclusion zones were centered at 0,0,0. Now that I'm making ship specific exclusion zones (and my god does it take forever

) this shouldn't be an issue since the "center of mass" should be unchanged whereas before it was raised above the model...
Edit: and yes, I suppose you could exploit this fact to pull fire away from a ship intentionally. I just hope this doesnt prove to be a problem with many fighters. Custom boxes for the big ships will probably take me all weekend as it is, if I have to do it for all the fighters....well, god help me. This is one of the reasons I'm adding the exclusion zones back to big ships, it means I can significantly reduce the size of probes (only keeping them for really fast ships) and so not cause fire to end up way ahead of every fighter due to its extended scene.
(For those unaware there are more than 250 models that FCF tries to fix...)