Sorry Iām reading this somewhat late. I like the idea of doing a massive test and hopefully someone will record the whole thing. I wonāt be able to make it personally, but it looks like there is well more than enough volunteers. I also told my members if they are avail, they should attend. I think this is very useful and it is good to see the player base stepping up to the plate to help shed light on this problem and resolve something that affects us all. Stuff like this makes me happy to be a part of empyrion community
I must insist that ālagā as in ānetwork travel timeā is not responsible of the missed surface detections. So I think it should be renamed.
kind of my point⦠we all say āLagā shot, referencing how things seem to miss the collision of the outer surface and appears to go straight through and hit vital components. Alot of folks think its the networking latency that is causing this and by pure definition that is indeed a āLagā shot. A mechanism that deals with this, wither its trajectory history review, time stamping or whatever the programmers can come up with to fix this.
Im just saying there needs to be a second classification of the other issue⦠when latency or whatever causes the projectile to lag through a surface and continue to āskipā or pass through blocks that are not forcing the projectile to recalculate a collision because its surface is not rendered. You see this in god mode when looking at solid blocks⦠they appear clear and invisible.
so maybe they could be called (and maybe they already have a name, again im no coder type)
- lag shot = when something pass through an object due to latency type of issues
- skip shot = passing through objects due to the fact there are no additional surface collision checks being done
Anyhow, just trying to help here⦠forgive me if im out of the ball park but makes since to me at leastā¦
A simple fix⦠or more of a band aid might be to make the core like an armor block. Have its faces meld with surrounding blocks. This way you would have to destroy a surrounding block first to get a collision.
Then the shot would skip the ship entirely if it miss the first face and there is armor from one extent to the other.
IMPORTANT - Triangle counting is completly broken. I have empty hull of my ship. When hull is solid (all internal space filled by the blocks) it is have 400k triangles. When i making hangar with difficult geometry - it is have 390k triangles?! WTF? Triangles counting simple āinvicibleā cube blocks?
I mean game doesnt matter the real āvisualā triangles. It is simple count all blocks in the ship. And awensome ship and simple coffin have asmost the same triangles count !
P.S. Cube - 12 triangles Sloope - 8 Corner sloope - 10 Corner - 4! - So coffin box ship not the cure. And it is good. But pipe base block have - 372!!! triangels! Need just remove this hell blocks.
Screenshots would help troubleshoot the problem.
So even two layers of āslopeā close to the core not help from lag shots. Need 5-6 of it. But it is gives a critical fps drops. I have 5-10-30 fps in combat. On planet even with 6 massive PKA ships i have 40 fps.
The triangles that matter are those with open air against them. The game engine renders those always, even if they are not the surface of the ship. So no, it is not:[quote=āA.F.T, post:66, topic:3692ā]
It is simple count all blocks in the ship.
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As for why the same area counted same number of angles when filled or empty, that is a whole other issue.
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