Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Vehicle turrets fired from controls aim from the wrong tile #22512

Closed
jeremyshannon opened this issue Nov 28, 2017 · 4 comments
Closed

Vehicle turrets fired from controls aim from the wrong tile #22512

jeremyshannon opened this issue Nov 28, 2017 · 4 comments
Labels
Mechanics: Aiming Aiming, especially aiming balance stale Closed for lack of activity, but still valid. Vehicles Vehicles, parts, mechanics & interactions

Comments

@jeremyshannon
Copy link
Contributor

Game version: 0.c-25163-ga18e4b5f16-dirty (#6961)

Operating system: Linux

Tiles or curses: Curses

Mods active: Base game only

Expected behavior

Firing a turret should aim from the turret's tile

Actual behavior

Instead it starts aiming from the seat with the controls, causing problems with range calculations. Firing near maximum range will cause the turret to fail silently. This is most noticeable with short ranged weapons like flamethrowers.

Steps to reproduce the behavior

Spawn any vehicle in, and weld a flamethrower and a tank of napalm somewhere other than the driver's seat, farther away will make the problem more obvious. Press f, select a target somewhere far from the turret, and nothing happens.
If you get close to the turret it will work, but this bug dramatically reduces the working range for the turret. If you sit on the turret's own tile, you can fire at tiles that it would fail on were you sitting at the controls.

@Night-Pryanik Night-Pryanik added Mechanics: Aiming Aiming, especially aiming balance Vehicles Vehicles, parts, mechanics & interactions labels Nov 29, 2017
@ShadowDragon8685
Copy link

This might be a case where good intentions are colliding with code;
After all, you are aiming the weapon from wherever your controls are. That's where you're sighting from, so the theory may be that aim penalties from distance, obstruction, etc, should be assessed from your location, not from that of the weapon itself.

On the other hand, and as you bring up with the example of hilariously short-ranged weapons, this leads to a problem with long vehicles, where the weapon itself has a hard and short range, which actually is within range of the target, but you would not be if you were firing that weapon from the tile you're sitting on.

I think the theory may be that aim penalties for range should be assessed from the player's tile, but dispersion, etc, should be assessed from the weapon's tile.

@jeremyshannon
Copy link
Contributor Author

If you're going to go that route, then it seems to me it'll start to get complicated once you begin taking mirrors and cameras into account. I mean, I've got a camera display and a camera on the back of my vehicle. If I'm looking through the display, shouldn't I be aiming from that tile instead?

@stale
Copy link

stale bot commented Aug 22, 2019

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Aug 22, 2019
@stale
Copy link

stale bot commented Sep 21, 2019

This issue has been automatically closed due to lack of activity. This does not mean that we do not value the issue. Feel free to request that it be re-opened if you are going to actively work on it

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Mechanics: Aiming Aiming, especially aiming balance stale Closed for lack of activity, but still valid. Vehicles Vehicles, parts, mechanics & interactions
Projects
None yet
Development

No branches or pull requests

3 participants