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Thread Statistics | Show CCP posts - 4 post(s) |
darius mclever
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Posted - 2010.01.29 21:41:00 -
[61]
did someone report this as a bug already? otherwise i will do. it really sucks sitting in an orca or freighter atm when you cant really see when you will warp.
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2010.02.01 03:09:00 -
[62]
Seems to me this new alignment requires some kind of visual velocity vector indicator. Maybe a HUD gadget in the form of a circle with a dot, where the dot position at the center of the circle indicates complete alignment of the velocity vector with the ship's apparent alignment.
In addition, there is a thread that seems to suggest that this changed had some unforeseen effect on the warp alignment mechanic where it now takes longer to warp then previously.
...
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CCP GingerDude
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Posted - 2010.02.02 14:31:00 -
[63]
Allow me to clarify.
First off, there is no change in the warp mechanics or align time. Zero. Null. None.
Before this change (very simplified), your ship would always try to rotate towards your direction of travel, i.e. you'd first accelerate towards some point and THEN start to rotate towards that point (repeated every x milliseconds). Post-change (and remember, this only applies to when you're trying to warp) those two operations happen in parallel and the rotation is towards your desired destination; it's your heading, not your bearing that determines your rotation.
The special case here, the 'skid', is when your current speed is such that your thrust in your desired direction has no noticeable effect on your direction of travel, i.e. you're basically decelerating but post-change, your ship will rotate in that phase.
The issue mentioned regarding a visual indication of when you'd warp is real in the sense that there was correlation for any given ship-type between when it would start to rotate and when it would warp. But if you were using that for anything except telling you when you were done decelerating, then you were doing it wrong all along. You have always had better, more accurate and more consistent source for that info in your good'ole speed-o-meter via a mouse over.
Regarding those who mention that you need a indicator for your direction of travel, please notice the small particles of dust constantly flying past your camera. Those always and only indicate your speed and direction.
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darius mclever
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Posted - 2010.02.02 14:48:00 -
[64]
Thank you for the explaination!
but could you make that little speed bar reflect the actual speed towards the direction?:) i mean if the mouse over number gives the correct value, fixing the graphical bar shouldnt be much of a problem, right?:)
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Horribad
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Posted - 2010.02.03 21:30:00 -
[65]
Allow me to clarify.
The only time the new appearance matters is when you are misaligned. Aka, when you are dieing because you cannot figure out why you are not warping.
Its a ******ed change, period.
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Jorgun Beta
Caldari Whimmy Wham Wham Wozzle
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Posted - 2010.02.04 02:20:00 -
[66]
I absolutely love this change, and I'd like to see more like it put in to make ships feel more like ships and not boats.
for instance, if any of you recall the EVE ad where the Harbinger warps into the belt, the warp landing is almost instantaneous; near instant acceleration and deceleration.
I think it would be awesome to implement this, but not changing any of the mechanics underneath it; same align speed, same amount of time on other ships' overviews, same warp speed, etc. __________________________
Landari Omega > Set up a PoS in a Class 4 Wormhole? No Problem! Build Capital Ships? No Problem! Killing Tech 2 Cruisers? PROBLEM |
darius mclever
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Posted - 2010.02.04 02:38:00 -
[67]
Originally by: Jorgun Beta I absolutely love this change, and I'd like to see more like it put in to make ships feel more like ships and not boats.
for instance, if any of you recall the EVE ad where the Harbinger warps into the belt, the warp landing is almost instantaneous; near instant acceleration and deceleration.
I think it would be awesome to implement this, but not changing any of the mechanics underneath it; same align speed, same amount of time on other ships' overviews, same warp speed, etc.
It is actually deaccelerating even if the speed bar is still saying "warping". if you dont believe me hover your mouse over the speed bar during warp. so that part is already solved. :) |
Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.04.09 01:08:00 -
[68]
Originally by: CCP GingerDude I personally think that this is cooler... I may yet change the Approach and Align To to behave the same if people generally agree to that statement :)
Yes, this is much cooler this way. When I noticed this change (undocking in an Orca), I thought it was awesome. It feels more realistic and more immersive.
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Khaelis
Caldari Daikoku Enterprises Inc.
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Posted - 2010.04.09 07:49:00 -
[69]
Confirming it looks much cooler this way. Change the other behaviours too so we see it more often, please. |
DigitalCommunist
November Corporation
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Posted - 2010.04.09 07:59:00 -
[70]
Drifting, in my EVE?
*buys stack of Ares* *casually loads Best of Initial D playlist*
My approval - you have it.
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Aera Aiana
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Posted - 2010.04.09 12:38:00 -
[71]
Originally by: Horribad Allow me to clarify.
The only time the new appearance matters is when you are misaligned. Aka, when you are dieing because you cannot figure out why you are not warping.
It doesn't change anything about the time it takes to get from misaligned to aligned though. You ****ed up when you misaligned yourself, not when you notice it. You'd still pop.
Originally by: Horribad Its a ******ed change, period.
I think it's a nice change. Period. -
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Krathos Morpheus
Legion Infernal
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Posted - 2010.04.10 18:07:00 -
[72]
Originally by: Jorgun Beta For instance, if any of you recall the EVE ad where the Harbinger warps into the belt, the warp landing is almost instantaneous; near instant acceleration and deceleration.
I think it would be awesome to implement this, but not changing any of the mechanics underneath it; same align speed, same amount of time on other ships' overviews, same warp speed, etc.
Do you realise what you propose will change mechanics even if you say don't? (ie: Give me a hot potato that is not hot). Acceleration and deceleration affect the travel times. Warp speed is top warp speed, you accelerate until you reach top speed and then deccelerate until you stop, sometimes you don't even reach top speed because the distance is not enough. That said, I wouldn't mind seeing it implemented and travel times noticeable reduced on small ships, increasing the diferences between big slow boats and small frigs.
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Ariane VoxDei
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Posted - 2010.04.11 09:26:00 -
[73]
Edited by: Ariane VoxDei on 11/04/2010 09:31:05
Originally by: CCP GingerDude
Originally by: gigawatt i stumbled in russian forums, on this video. dude says that it made his ship skid a bit, and feels heaver.
http://www.youtube.com/watch?v=aZiMvEHVZhc
can anyone confirm?
I can.
There is a recent change on SiSi now that produces what you call "skid". There is no change in game mechanics whatsoever.
You can get this effect on Tranq as well, though not as frequently.
Noticed it on: CNR travelfit Orca sigil few others.
What happens is that the ships graphical models turns much faster towards the alignment vector, than the actual current velocity vector (which we are used to seeing the ships stick to).
Basically it means the ship is aligned before the direction of travel is, which in some cases (undocking mainly) makes your ship look like it is going backwards, or skidding. Edit for clarification: it is the velocity vector that matters for alignment, not the direction the shiny pixels are turned - there is no warp mechanic change, don't try to make a issue of it.
Like the blue said, nothing has changed about the actual movement and "physics", only the graphics of the ship get pointed in the desired direction sooner than you are used to.
ps: this is probably a side-effect of wanting to get rid of the embarassing sideways warping some ships suffer from (freighters, dreads, etc), by turning the models faster to have their models get turned properly before entering warp tunnel.
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Cpt Branko
Retired Pirate Club
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Posted - 2010.04.11 09:41:00 -
[74]
Edited by: Cpt Branko on 11/04/2010 09:41:02 I get visual "skid" on TQ when I MWD with a plated cane in one direction and try to warp somewhere 90 degrees from my current velocity vector. The ship model turns before the ship does, which looks rather neat.
The whole thing is visual anyway, since ships needed and still do to have a velocity vector with the amount corresponding to 2/3rds of their max velocity and direction corresponding to where you're warping to.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Nuts Nougat
Sniggerdly Pandemic Legion
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Posted - 2010.04.14 10:13:00 -
[75]
Would be awesome if this worked even when not trying to warp. ---
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Sabr Sheppard
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Posted - 2010.04.14 13:30:00 -
[76]
Just thought I'd make a note that almost all of my ships in Tranquility do this "skidding effect" without any MWD tricks since Dominion. The only ships from memory that don't do this are ORE ships and my Cruisers.
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Lord Helghast
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Posted - 2010.04.14 13:43:00 -
[77]
i agree that anything to increase immersion is well recieved, their space ships not boats after all....
i'd really like to see some form of fix for the flying through frigging planets and stations but i doubt we will ever see that, hell even if our warp wud just "bend" around the planets, u know like actually plotting a warp course, but thats just me
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Phoenix T'ril
Gallente Hashimoto Corporation
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Posted - 2010.04.15 02:36:00 -
[78]
I see this 'drifting' effect all the time in my Orca or any Industrial. The ship lines up from an undock to point to the target quickly, and then takes a minute to actually get to speed there. That way, the ship is always moving 'forward' in the warp tunnel.
Think of it as an Reaction Control System upgrade. --
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