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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Doreen Kaundur
456
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Posted - 2014.06.08 01:08:00 -
[1] - Quote
Sometimes I end up 2000km from the gate. Others I end up right smack in the middle of the gate.
I use the radial menu for WTZ.
So is it borked or working as expected?
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Ramona McCandless
The McCandless Clan
5015
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Posted - 2014.06.08 01:09:00 -
[2] - Quote
Doreen Kaundur wrote:
I use the radial menu
I think I have found your problem
Polan will be round later to fix the plumbing "A naughty sarcastic nun that's come to whip me with a ruler." - Domanique Altares "If someone doesn't appreciate your presence, make them appreciate your absence." - Anon. |
Karen Avioras
Unsung Heroes Spaceship Samurai
828
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Posted - 2014.06.08 01:09:00 -
[3] - Quote
Angle and size of object might have something to do with it |
Sibyyl
Gallente Federation
1525
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Posted - 2014.06.08 01:11:00 -
[4] - Quote
WTZ should not affect whether you instantaneously jump through a gate.
WTZ is hazardous to your health when docking, though. I've actually never understood why that is. (I'm happy to make bookmarks, don't get me wrong). .. when everything else is gone .. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3389
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Posted - 2014.06.08 01:19:00 -
[5] - Quote
What's happening is it's dropping you within 2.5 km of the zero sphere of the gate.
Same thing happens when you warp to a station.
You'll notice that you can get within 0m of the gate, but not be right on top of ot. That's because the range to it is determined by a sphere which encompasses the entire thing, rather than tightly wrapping the model. Get the wrong angle, and you may be outside the actual jump range.
(and I assume you mean 2000m, rather than 2000km. because that would be off grid, unless someone's been playing with gridfu, and dropped a bubble.)
You'll get the same effect on stations.
A good way to see it is when you fleet warp. you'll form a sphere in warp, and not all land on the same spot.
If you want to make sure you always land in warp/dock range, you may wish to create your own bookmark, that is at least 2.5km within the zero sphere. That way, it doesn't matter where you land on it, you're always in range. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3390
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Posted - 2014.06.08 01:27:00 -
[6] - Quote
Cool. The presentation on this kind of thing from Fanfest was posted. presentation by Seamus Donohue of Eve university.
http://youtu.be/IOpLRs9tB5E?t=30m (he was rehearsing earlier. ) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Kaarous Aldurald
ROC Deep Space The ROC
6858
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Posted - 2014.06.08 01:27:00 -
[7] - Quote
Helpful and knowledgeable responses like that are why I voted for Steve Ronuken. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
Psychotic Monk for CSM9. |
Burtzum
Det Som Engang Var
20
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Posted - 2014.06.08 01:31:00 -
[8] - Quote
Acceleration gates annoy me the most. There's got to be a way to rejig the bounding-mesh or increase the distance from model that is still considered 0 and activate-able, and not drop you so close to the actual collision area. Or just turn off the damn collision all together on the things. Who cares if your spaceship model floats through the accel gate model? It's not like its any more immersion breaking than the way it is now, bouncing around and getting caught on invisible gate goblins. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3390
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Posted - 2014.06.08 01:36:00 -
[9] - Quote
Burtzum wrote:Acceleration gates annoy me the most. There's got to be a way to rejig the bounding-mesh or increase the distance from model that is still considered 0 and activate-able, and not drop you so close to the actual collision area. Or just turn off the damn collision all together on the things. Who cares if your spaceship model floats through the accel gate model? It's not like its any more immersion breaking than the way it is now, bouncing around and getting caught on invisible gate goblins.
Warp to 10km on them. you'll still be able to activate them. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Burtzum
Det Som Engang Var
20
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Posted - 2014.06.08 02:20:00 -
[10] - Quote
Steve Ronuken wrote:
Warp to 10km on them. you'll still be able to activate them.
Thanks. Yeah I just saw that in the video you posted. Tested it in game, works well. But it's still sort of a work around. An odd clunky mechanic, unintuitive and not very polished. Warp to 10 on these objects in game, because sometimes the game screws you if you just click warp to (like the arrows in the scanning window). Likewise, set up bookmarks in such a way on stations and gates to accomplish something that warp to should do in the first place.
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Pine Marten
Viziam Amarr Empire
31
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Posted - 2014.06.08 02:25:00 -
[11] - Quote
Burtzum wrote:Steve Ronuken wrote:
Warp to 10km on them. you'll still be able to activate them.
Thanks. Yeah I just saw that in the video you posted. Tested it in game, works well. But it's still sort of a work around. An odd clunky mechanic, unintuitive and not very polished. Warp to 10 on these objects in game, because sometimes the game screws you if you just click warp to (like the arrows in the scanning window). Likewise, set up bookmarks in such a way on stations and gates to accomplish something that warp to should do in the first place.
The reason they have not fixed any of the WTZ issues is because "the code is too old"
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James Amril-Kesh
4S Corporation Goonswarm Federation
10365
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Posted - 2014.06.08 03:22:00 -
[12] - Quote
Steve Ronuken wrote:(and I assume you mean 2000m, rather than 2000km. because that would be off grid, unless someone's been playing with gridfu, and dropped a bubble.) Gridfu nonwithstanding, a bubble will never pull you 2000 km off course. 200 km maybe, but not much more than that. No, this isn't it at all. Make it more... psssshhhh. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3396
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Posted - 2014.06.08 03:36:00 -
[13] - Quote
James Amril-Kesh wrote:Steve Ronuken wrote:(and I assume you mean 2000m, rather than 2000km. because that would be off grid, unless someone's been playing with gridfu, and dropped a bubble.) Gridfu nonwithstanding, a bubble will never pull you 2000 km off course. 200 km maybe, but not much more than that.
I wasn't sure with a stupidly extended grid. I've not seen grids that big, but I've seen the jita undock extended six or seven hundred km (iirc. it was a fair time ago) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Tau Cabalander
Retirement Retreat Working Stiffs
3707
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Posted - 2014.06.08 04:10:00 -
[14] - Quote
Steve Ronuken wrote:Cool. The presentation on this kind of thing from Fanfest was posted. presentation by Seamus Donohue of Eve university. http://youtu.be/IOpLRs9tB5E?t=30m (he was rehearsing earlier. ) You'd think after doing so well with collision surfaces he'd understand grid better (spherical, only objects in that sphere can interact, every object in the sphere can share info - objects outside the sphere know far less, the hard lock limit exists to limit the grid sphere size, etc.)
Very good presentation up to that point (discussing grid) though. |
Rowells
Unknown Soldiers Fidelas Constans
737
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Posted - 2014.06.08 06:44:00 -
[15] - Quote
Steve Ronuken wrote:James Amril-Kesh wrote:Steve Ronuken wrote:(and I assume you mean 2000m, rather than 2000km. because that would be off grid, unless someone's been playing with gridfu, and dropped a bubble.) Gridfu nonwithstanding, a bubble will never pull you 2000 km off course. 200 km maybe, but not much more than that. I wasn't sure with a stupidly extended grid. I've not seen grids that big, but I've seen the jita undock extended six or seven hundred km (iirc. it was a fair time ago) as far as i know there is no hard limit on the possible size of a grid. A few days ago we played with it and got around 1200km.
no idea if bubbles will work the same that far off |
Doreen Kaundur
461
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Posted - 2014.06.08 10:07:00 -
[16] - Quote
Pine Marten wrote:Burtzum wrote:Steve Ronuken wrote:
Warp to 10km on them. you'll still be able to activate them.
Thanks. Yeah I just saw that in the video you posted. Tested it in game, works well. But it's still sort of a work around. An odd clunky mechanic, unintuitive and not very polished. Warp to 10 on these objects in game, because sometimes the game screws you if you just click warp to (like the arrows in the scanning window). Likewise, set up bookmarks in such a way on stations and gates to accomplish something that warp to should do in the first place. The reason they have not fixed any of the WTZ issues is because "the code is too old"
No programing team worth their salt would be afraid to fix old code.
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James Amril-Kesh
4S Corporation Goonswarm Federation
10372
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Posted - 2014.06.08 10:50:00 -
[17] - Quote
Ramona McCandless wrote:Doreen Kaundur wrote:
I use the radial menu
I think I have found your problem Polan will be round later to fix the plumbing There's nothing wrong with the radial menu. No, this isn't it at all. Make it more... psssshhhh. |
Solecist Project
Center for Advanced Studies Gallente Federation
2097
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Posted - 2014.06.08 10:56:00 -
[18] - Quote
It's n purpose, to provide variety. The case of the bottomless dress. https://forums.eveonline.com/default.aspx?g=posts&t=349499 @SolsUnknownAlt on twitter. I hate it.
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Solecist Project
Center for Advanced Studies Gallente Federation
2097
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Posted - 2014.06.08 11:08:00 -
[19] - Quote
Doreen Kaundur wrote:Pine Marten wrote:Burtzum wrote:Steve Ronuken wrote:
Warp to 10km on them. you'll still be able to activate them.
Thanks. Yeah I just saw that in the video you posted. Tested it in game, works well. But it's still sort of a work around. An odd clunky mechanic, unintuitive and not very polished. Warp to 10 on these objects in game, because sometimes the game screws you if you just click warp to (like the arrows in the scanning window). Likewise, set up bookmarks in such a way on stations and gates to accomplish something that warp to should do in the first place. The reason they have not fixed any of the WTZ issues is because "the code is too old" No programing team worth their salt would be afraid to fix old code. Shows how much you understand about this. The case of the bottomless dress. https://forums.eveonline.com/default.aspx?g=posts&t=349499 @SolsUnknownAlt on twitter. I hate it.
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Zappity
Stay Frosty. A Band Apart.
1131
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Posted - 2014.06.08 12:03:00 -
[20] - Quote
Pine Marten wrote:Burtzum wrote:Steve Ronuken wrote:
Warp to 10km on them. you'll still be able to activate them.
Thanks. Yeah I just saw that in the video you posted. Tested it in game, works well. But it's still sort of a work around. An odd clunky mechanic, unintuitive and not very polished. Warp to 10 on these objects in game, because sometimes the game screws you if you just click warp to (like the arrows in the scanning window). Likewise, set up bookmarks in such a way on stations and gates to accomplish something that warp to should do in the first place. The reason they have not fixed any of the WTZ issues is because "the code is too old" I would prefer it was not changed. Uncertainty adds spice and provides the opportunity for a little effort (bookmarks aat zero, warp to 10 on acceleration gates etc) to pay off. Zappity's Adventures for a taste of lowsec. |
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Val'Dore
PlanetCorp InterStellar E.A.R.T.H. Federation
529
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Posted - 2014.06.08 12:18:00 -
[21] - Quote
I still laugh that CCP catered to the whiners in making WTZ official, but still forces you to use instas to actually do it properly. They should have left it the way it was and just removed the bookmark problem.
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Grimpak
Shifting Sands Trader Cartel Bleak Horizon Alliance.
1560
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Posted - 2014.06.08 13:01:00 -
[22] - Quote
Doreen Kaundur wrote:Pine Marten wrote:Burtzum wrote:Steve Ronuken wrote:
Warp to 10km on them. you'll still be able to activate them.
Thanks. Yeah I just saw that in the video you posted. Tested it in game, works well. But it's still sort of a work around. An odd clunky mechanic, unintuitive and not very polished. Warp to 10 on these objects in game, because sometimes the game screws you if you just click warp to (like the arrows in the scanning window). Likewise, set up bookmarks in such a way on stations and gates to accomplish something that warp to should do in the first place. The reason they have not fixed any of the WTZ issues is because "the code is too old" No programing team worth their salt would be afraid to fix old code. not quite.
it's more a "****'s old I'm not touching that with a 10-foot pogo stick on fire because I'm afraid to break more stuff than I'll be fixing."
coding, sometimes it works and you have no idea why, sometimes it doesn't work and you have no idea why. As what maintenance guys usually say about stuff that's working: If it's working, don't touch it, don't stop it, don't do a thing and let it be alone. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |
Jur Tissant
Hemah Industries
79
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Posted - 2014.06.08 14:05:00 -
[23] - Quote
The most annoying is docking and that should be fixed. Even if it means that WTZ on a dock will always spit you at 1km or something, at least there's some predictability to the result. |
Solecist Project
Center for Advanced Studies Gallente Federation
2099
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Posted - 2014.06.08 14:08:00 -
[24] - Quote
Val'Dore wrote:I still laugh that CCP catered to the whiners in making WTZ official, but still forces you to use instas to actually do it properly. They should have left it the way it was and just removed the bookmark problem. "just removed the bookmark problem" Damn, you seem to have figured it all out and the amount of details you provide in your solution is incredible! I can't understand why they haven't hired you yet and let you alone design the game! The case of the bottomless dress. https://forums.eveonline.com/default.aspx?g=posts&t=349499 @SolsUnknownAlt on twitter. I hate it.
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Domanique Altares
Rifterlings Point Blank Alliance
2884
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Posted - 2014.06.08 16:34:00 -
[25] - Quote
Tau Cabalander wrote:Steve Ronuken wrote:Cool. The presentation on this kind of thing from Fanfest was posted. presentation by Seamus Donohue of Eve university. http://youtu.be/IOpLRs9tB5E?t=30m (he was rehearsing earlier. ) You'd think after doing so well with collision surfaces he'd understand grid better (spherical, only objects in that sphere can interact, every object in the sphere can share info - objects outside the sphere know far less, the hard lock limit exists to limit the grid sphere size, etc.) Very good presentation up to that point (discussing grid) though.
Save that grids are not necessarily spherical, not always contiguous, and not at all limited to max lock range. "i advice you to go spit on the back of someone else because you are fall on the wrong horse." - Meio Rayliegh |
Val'Dore
PlanetCorp InterStellar E.A.R.T.H. Federation
530
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Posted - 2014.06.08 18:47:00 -
[26] - Quote
Solecist Project wrote:Val'Dore wrote:I still laugh that CCP catered to the whiners in making WTZ official, but still forces you to use instas to actually do it properly. They should have left it the way it was and just removed the bookmark problem. "just removed the bookmark problem" Damn, you seem to have figured it all out and the amount of details you provide in your solution is incredible! I can't understand why they haven't hired you yet and let you alone design the game!
Well if you were familiar with insta BMs, you would need no further explanation.
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