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Zendoren
Aktaeon Industries The Black Armada
20
|
Posted - 2011.10.22 13:07:00 -
[1] - Quote
Was wondering if this is still on the Art Department's short list and if so, whats the hold up?
Do the ships that use missiles need to be updated before Missile launcher turrets can be added?
\would like an answer on this. I'll keep bumping until i do as I'm sure the Caldari pilots would like to know.
Zen |

Iam Widdershins
Ironclad Forge
42
|
Posted - 2011.10.22 13:11:00 -
[2] - Quote
Zendoren wrote:Was wondering if this is still on the Art Department's short list and if so, whats the hold up?
Do the ships that use missiles need to be updated before Missile launcher turrets can be added?
\would like an answer on this. I'll keep bumping until i do as I'm sure the Caldari pilots would like to know.
Zen They've responded to this in the past.
The main technical holdup is the difficulties in adding proper mount points for missile launchers/turrets that wouldn't look completely dumb on existing missile ships. When you go over some 250+ ships with some amount of remodeling needed to be done on many of them, it's an incredibly difficult and time-consuming task. That, and they have to make models and animations for the launchers as well, no mean feat.
For instance, how would you do the Naglfar?
Edit: I'm sure in the meantime the Caldari PVP pilots are quite content in the enemy's complete inability to see what kind of launchers they have fitted. |

1-Up Mushroom
Imperial Academy Amarr Empire
31
|
Posted - 2011.10.22 13:14:00 -
[3] - Quote
Iam Widdershins wrote:Zendoren wrote:Was wondering if this is still on the Art Department's short list and if so, whats the hold up?
Do the ships that use missiles need to be updated before Missile launcher turrets can be added?
\would like an answer on this. I'll keep bumping until i do as I'm sure the Caldari pilots would like to know.
Zen They've responded to this in the past. The main technical holdup is the difficulties in adding proper mount points for missile launchers/turrets that wouldn't look completely dumb on existing missile ships. When you go over some 250+ ships with some amount of remodeling needed to be done on many of them, it's an incredibly difficult and time-consuming task. That, and they have to make models and animations for the launchers as well, no mean feat. For instance, how would you do the Naglfar? Edit: I'm sure in the meantime the Caldari PVP pilots are quite content in the enemy's complete inability to see what kind of launchers they have fitted.
This plus Stealth Bombers, I would love to see how they do that 5 Senses In A Person... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Poles On The Earth... ONLY 1-UP MUSHROOM!!!-á If You Like My Sig, Like Me! |

Heimdallofasgard
APEX ARDENT COALITION NEM3SIS.
25
|
Posted - 2011.10.22 13:14:00 -
[4] - Quote
Zendoren wrote:Was wondering if this is still on the Art Department's short list and if so, whats the hold up?
Do the ships that use missiles need to be updated before Missile launcher turrets can be added?
\would like an answer on this. I'll keep bumping until i do as I'm sure the Caldari pilots would like to know.
Zen
Not a missle man myself... but would like to hear any comments on this...
the salvager and tractor beam recently got models... is it the same kinda process with missle turrets?
or do drakes with missle bays scare the hell out of the hamsters in big fleet fights? |

Froz3nEcho Sarain
Blue Republic RvB - BLUE Republic
115
|
Posted - 2011.10.22 13:17:00 -
[5] - Quote
Would be awesome to see multiple missiles when you have multiple launchers. Don't really care about the missile bay animation. ~ When everything fades away, an echo is the only sound that will remain ~ -á-á~ Chaos is a name for any order that produces confusion in our minds ~ |

1-Up Mushroom
Imperial Academy Amarr Empire
32
|
Posted - 2011.10.22 13:22:00 -
[6] - Quote
Froz3nEcho Sarain wrote:Would be awesome to see multiple missiles when you have multiple launchers. Don't really care about the missile bay animation.
Ungroup your launchers and fire them one after another? 5 Senses In A Person... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Poles On The Earth... ONLY 1-UP MUSHROOM!!!-á If You Like My Sig, Like Me! |

Zendoren
Aktaeon Industries The Black Armada
20
|
Posted - 2011.10.22 13:25:00 -
[7] - Quote
Iam Widdershins wrote: They've responded to this in the past.
The main technical holdup is the difficulties in adding proper mount points for missile launchers/turrets that wouldn't look completely dumb on existing missile ships. When you go over some 250+ ships with some amount of remodeling needed to be done on many of them, it's an incredibly difficult and time-consuming task. That, and they have to make models and animations for the launchers as well, no mean feat.
For instance, how would you do the Naglfar?
Edit: I'm sure in the meantime the Caldari PVP pilots are quite content in the enemy's complete inability to see what kind of launchers they have fitted.
Would like to have a blue box confirm this or have a link to the source you found this answer from.
Thanks.....
Heimdallofasgard wrote:
Not a missle man myself... but would like to hear any comments on this...
the salvager and tractor beam recently got models... is it the same kinda process with missle turrets?
or do drakes with missle bays scare the hell out of the hamsters in big fleet fights?
The drakes have the bays built into the ship model so i would imagine they would have to strip that off the current model. and replace them with hard-points.
Would be cool to just have a missile bay door slide open and the different types of missile batteries pop out. or have rocket clusters mounted or missile turrets hard mounted to the hull (like with guns).
BTW.... I, too, am interested in seeing how they handle stealth bombers. Flying siege launchers anyone! ROFL
|

Tanya Powers
Science and Trade Institute Caldari State
47
|
Posted - 2011.10.22 13:38:00 -
[8] - Quote
Zendoren wrote:BTW.... I, too, am interested in seeing how they handle stealth bombers. Flying siege launchers anyone! ROFL
You'll probably see the launchers and some tiny stuff between..."wtf is that?? - ho, that? is the ship using them"
 |

Grimpak
Midnight Elites Echelon Rising
90
|
Posted - 2011.10.22 13:46:00 -
[9] - Quote
Iam Widdershins wrote:Zendoren wrote:Was wondering if this is still on the Art Department's short list and if so, whats the hold up?
Do the ships that use missiles need to be updated before Missile launcher turrets can be added?
\would like an answer on this. I'll keep bumping until i do as I'm sure the Caldari pilots would like to know.
Zen They've responded to this in the past. The main technical holdup is the difficulties in adding proper mount points for missile launchers/turrets that wouldn't look completely dumb on existing missile ships. When you go over some 250+ ships with some amount of remodeling needed to be done on many of them, it's an incredibly difficult and time-consuming task. That, and they have to make models and animations for the launchers as well, no mean feat. For instance, how would you do the Naglfar? Edit: I'm sure in the meantime the Caldari PVP pilots are quite content in the enemy's complete inability to see what kind of launchers they have fitted.
also physics engine issues, since you would also need to make the missiles not spawing in the front of the ship anymore. [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 |

Nyio
Federal Navy Academy Gallente Federation
173
|
Posted - 2011.10.22 13:57:00 -
[10] - Quote
Not only Caldari uses missiles you know.  Features & Ideas Discussion: Agent Finder, Black Holes Needs a banner here.. |

Zendoren
Aktaeon Industries The Black Armada
21
|
Posted - 2011.10.22 16:27:00 -
[11] - Quote
Nyio wrote:Not only Caldari uses missiles you know. 
True but, then again, they usually Only use missiles. |

Captain Megadeath
Republic Military School Minmatar Republic
6
|
Posted - 2011.10.22 16:39:00 -
[12] - Quote
Zendoren wrote:Nyio wrote:Not only Caldari uses missiles you know.  True but, then again, they usually Only use missiles.
Yeah because we all know the Merlin, Harpy, Raptor, Cormorant, Moa, Eagle, Falcon, Tengu, Ferox, Vulture and Rokh are all missile ships. 
|

Zendoren
Aktaeon Industries The Black Armada
21
|
Posted - 2011.10.22 16:43:00 -
[13] - Quote
Captain Megadeath wrote:Zendoren wrote:Nyio wrote:Not only Caldari uses missiles you know.  True but, then again, they usually Only use missiles. Yeah because we all know the Merlin, Harpy, Raptor, Cormorant, Moa, Eagle, Falcon, Tengu, Ferox, Vulture and Rokh are all missile ships. 
They should! 
|

Iam Widdershins
Ironclad Forge
49
|
Posted - 2011.10.22 21:39:00 -
[14] - Quote
Grimpak wrote:Iam Widdershins wrote:Zendoren wrote:Was wondering if this is still on the Art Department's short list and if so, whats the hold up?
Do the ships that use missiles need to be updated before Missile launcher turrets can be added?
\would like an answer on this. I'll keep bumping until i do as I'm sure the Caldari pilots would like to know.
Zen They've responded to this in the past. The main technical holdup is the difficulties in adding proper mount points for missile launchers/turrets that wouldn't look completely dumb on existing missile ships. When you go over some 250+ ships with some amount of remodeling needed to be done on many of them, it's an incredibly difficult and time-consuming task. That, and they have to make models and animations for the launchers as well, no mean feat. For instance, how would you do the Naglfar? Edit: I'm sure in the meantime the Caldari PVP pilots are quite content in the enemy's complete inability to see what kind of launchers they have fitted. also physics engine issues, since you would also need to make the missiles not spawing in the front of the ship anymore. Why do people keep mention "physics" as a problem with missile launching? That's ridiculous. All that is changing is the visual effects. Missile mechanics don't need to change at all just because they added cool things for the little blob of light to come out of on the player's screen.
Please get better immediately |

Grimpak
Midnight Elites Echelon Rising
90
|
Posted - 2011.10.22 22:08:00 -
[15] - Quote
Iam Widdershins wrote:Grimpak wrote:Iam Widdershins wrote:Zendoren wrote:Was wondering if this is still on the Art Department's short list and if so, whats the hold up?
Do the ships that use missiles need to be updated before Missile launcher turrets can be added?
\would like an answer on this. I'll keep bumping until i do as I'm sure the Caldari pilots would like to know.
Zen They've responded to this in the past. The main technical holdup is the difficulties in adding proper mount points for missile launchers/turrets that wouldn't look completely dumb on existing missile ships. When you go over some 250+ ships with some amount of remodeling needed to be done on many of them, it's an incredibly difficult and time-consuming task. That, and they have to make models and animations for the launchers as well, no mean feat. For instance, how would you do the Naglfar? Edit: I'm sure in the meantime the Caldari PVP pilots are quite content in the enemy's complete inability to see what kind of launchers they have fitted. also physics engine issues, since you would also need to make the missiles not spawing in the front of the ship anymore. Why do people keep mention "physics" as a problem with missile launching? That's ridiculous. All that is changing is the visual effects. Missile mechanics don't need to change at all just because they added cool things for the little blob of light to come out of on the player's screen. Please get better immediately
it's not my answer. it's CCP's answer. aparently their physics engine doesn't like to fiddle with missiles. [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 |

Tippia
Sunshine and Lollipops
823
|
Posted - 2011.10.22 22:15:00 -
[16] - Quote
Iam Widdershins wrote:Why do people keep mention "physics" as a problem with missile launching? Because missiles are objects that have to be handled by the physics simulation. Altering how they are fired (which would be required to ensure they don't phase out through your ship's hull any more) requires changing those physics.
Zendoren wrote:Would like to have a blue box confirm this or have a link to the source you found this answer from. Here. GÇöGÇöGÇö GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥ GÇö Karath Piki-á |

Zendoren
Aktaeon Industries The Black Armada
21
|
Posted - 2011.10.22 23:15:00 -
[17] - Quote
Tippia wrote:Iam Widdershins wrote:Why do people keep mention "physics" as a problem with missile launching? Because missiles are objects that have to be handled by the physics simulation. Altering how they are fired (which would be required to ensure they don't phase out through your ship's hull any more) requires changing those physics. Zendoren wrote:Would like to have a blue box confirm this or have a link to the source you found this answer from. Here.
That's what I wanted!
Thanks for :delivering: Tippia...
P.S. How about a progress report on this work from a dev? |

Renan Ruivo
Hipernova Vera Cruz Alliance
214
|
Posted - 2011.10.22 23:21:00 -
[18] - Quote
I don't know how they are going to handle this, but if were a betting man i'd bet on them changing, at first, only the spawn point for missiles. Maybe add more than one spawn point per ship, and put them on the obvious launcher hardpoints on the several missile ships.
If you can't see where the missile launchers are supposed to be on the drake, then you need glasses (However i have no ******* clue about where they come from on the Raven, to be quite honest.) Sometimes the only difference between a budding genius and a blooming idiot is where they chose to take a stand. |

Iam Widdershins
Ironclad Forge
50
|
Posted - 2011.10.22 23:28:00 -
[19] - Quote
Tippia wrote:Iam Widdershins wrote:Why do people keep mention "physics" as a problem with missile launching? Because missiles are objects that have to be handled by the physics simulation. Altering how they are fired (which would be required to ensure they don't phase out through your ship's hull any more) requires changing those physics. Zendoren wrote:Would like to have a blue box confirm this or have a link to the source you found this answer from. Here. Ok, fair enough, the physics engine in the client has to be changed a little bit to make the missiles look like they are actually coming out. But nothing would change on the server side: I've seen people saying that missiles on the side of your ship closer to the target would go slightly farther... this is patently ridiculous. |

Tippia
Sunshine and Lollipops
826
|
Posted - 2011.10.22 23:33:00 -
[20] - Quote
Iam Widdershins wrote:Ok, fair enough, the physics engine in the client has to be changed a little bit to make the missiles look like they are actually coming out. But nothing would change on the server side: Well, that depends. From what I understand (of ancient dev blogs that I admittedly hardly remember any more), they want to keep those two simulations as close and as similar as possible and that mismatches are the root causes of desynch.
Of course, the question then becomes: is the sourcing of missiles important enough that it requires the two simulations to be the same? It does seem like a bit of a stretch, but you never knowGǪ
GÇöGÇöGÇö GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥ GÇö Karath Piki-á |

stoicfaux
313
|
Posted - 2011.10.23 00:27:00 -
[21] - Quote
Meh, think outside the box launch tube.
Instead of having the missiles fly from a launching tube, just have the darn things warp out of the ship and suddenly appear in space around the ship before taking off.
In other words, missile "launchers" create a small warp tunnel to "teleport" the missile through the hull and into space.
That would eliminate the tedious work to add launch points on each ship model.
Tinfoil. It should be at the top of everyone's food pyramid.
|

Renan Ruivo
Hipernova Vera Cruz Alliance
214
|
Posted - 2011.10.23 00:30:00 -
[22] - Quote
stoicfaux wrote:Meh, think outside the box launch tube.
Instead of having the missiles fly from a launching tube, just have the darn things warp out of the ship and suddenly appear in space around the ship before taking off.
In other words, missile "launchers" create a small warp tunnel to "teleport" the missile through the hull and into space.
That would eliminate the tedious work to add launch points on each ship model.
Now that is just cutting corners. Sometimes the only difference between a budding genius and a blooming idiot is where they chose to take a stand. |

Wolfcan
EVE University Ivy League
9
|
Posted - 2011.10.23 06:19:00 -
[23] - Quote
I'm definitely interested in missile launcher animations. Is there any progress in this department? I know it is difficult but is CCP working on this feature? Or is the project too big for this winter expansion?
Cheers,
|

non judgement
Without Fear Flying Burning Ships Alliance
104
|
Posted - 2011.10.23 07:39:00 -
[24] - Quote
I don't mind having the missile coming from one point each time. Have all missiles, whether they are grouped or not, come from the missile turret/launcher that is closest to the target.
Or even easier would be just keep the firing of missiles the same and have all the missile launchers animate.
Not the best solution but it'd be the easiest/quickest.
That way, the only work you'd have to do to start off with is the turret/launcher and the ship remodelling. They could work out the server/client changes later, when they want to have the missiles coming from the right place. |

Ranger 1
Ranger Corp
80
|
Posted - 2011.10.23 07:52:00 -
[25] - Quote
non judgement wrote:I don't mind having the missile coming from one point each time. Have all missiles, whether they are grouped or not, come from the missile turret/launcher that is closest to the target.
Or even easier would be just keep the firing of missiles the same and have all the missile launchers animate.
Not the best solution but it'd be the easiest/quickest.
That way, the only work you'd have to do to start off with is the turret/launcher and the ship remodelling. They could work out the server/client changes later, when they want to have the missiles coming from the right place.
I think people would pitch a fit if that were done. With all the work done on turret animations and making them look fantastic firing at a target, missile users would feel short changed if they didn't demonstrate the same level of detail for missile launchers.
I'm ashamed to admit, I would probably be one of the ones complaining.
What can I say, I'm an eye candy addict.
To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Iam Widdershins
Ironclad Forge
53
|
Posted - 2011.10.23 10:36:00 -
[26] - Quote
Tippia wrote:From what I understand (of ancient dev blogs that I admittedly hardly remember any more), they want to keep those two simulations as close and as similar as possible and that mismatches are the root causes of desynch.
Of course, the question then becomes: is the sourcing of missiles important enough that it requires the two simulations to be the same? It does seem like a bit of a stretch, but you never knowGǪ
Once again, you seem to be grossly misapprehending the basic aspect of how this actually works.
The actual underlying mechanics of where missiles are coming from would obviously be the same. They start at point A and travel to point B, where A is the center of your ship and B is the target. This would be obviously be the same on the server and the client, regardless of where the effects engine draws the points of light on your screen. The "physics" that are being talked about in this case are the physics of where to draw the effects: How to make the effect for the missile leave the launcher, travel around the ship if necessary, and find its way to the target at the same time as the actual missile object in the game. Among other difficulties such as the placement of the actual launchers around the ship and necessary modeling changes, this is something that needs a lot of new code written for it; that's why it's not a priority right now.
If effects could not be different from the actual mechanics of the game, then all ships and objects would be drawn as spheres and such, and guns would always sit at the center of your ship. The very precept of making the missile launching effect come out of different launchers around your ship is the same that allows EVE to look like it does today rather than some kind of amoeba warfare/billiards game. |

Kietay Ayari
Dangerously Inebriated Enterprises Monopoly Money Operations
4
|
Posted - 2011.10.23 11:03:00 -
[27] - Quote
:D I really hope this happens! I'm not sure if having all the missiles separate will be a problem for lag but to be honest I don't care! If there were launchers and animations I could use missiles on the Ferox and it would still be as pretty as it would with turrets.
Somehow I don't expect it to happen any time soon but we can all dream! Though to be honest I would rather a replacement model for all Moa class ships before anything else, ever, at all, entirely. Ferox little brother so ugly :[ |

non judgement
Without Fear Flying Burning Ships Alliance
105
|
Posted - 2011.10.23 11:10:00 -
[28] - Quote
Ranger 1 wrote:non judgement wrote:I don't mind having the missile coming from one point each time. Have all missiles, whether they are grouped or not, come from the missile turret/launcher that is closest to the target.
Or even easier would be just keep the firing of missiles the same and have all the missile launchers animate.
Not the best solution but it'd be the easiest/quickest.
That way, the only work you'd have to do to start off with is the turret/launcher and the ship remodelling. They could work out the server/client changes later, when they want to have the missiles coming from the right place. I think people would pitch a fit if that were done. With all the work done on turret animations and making them look fantastic firing at a target, missile users would feel short changed if they didn't demonstrate the same level of detail for missile launchers. I'm ashamed to admit, I would probably be one of the ones complaining. What can I say, I'm an eye candy addict. Well my idea was just a quick thing to do first..
The main thing i see a problem, is how will they do grouped missiles? From different launchers, then joining up? |

Tippia
Sunshine and Lollipops
827
|
Posted - 2011.10.23 11:12:00 -
[29] - Quote
Iam Widdershins wrote:Once again GǪas if I have done it before.You got it wrong the last time and don't try to lay that one at my feet. 
Quote:The actual underlying mechanics of where missiles are coming from would obviously be the same. They start at point A and travel to point B, where A is the center of your ship and B is the target. This would be obviously be the same on the server and the client, regardless of where the effects engine draws the points of light on your screen. GǪand the part you are misunderstanding is that, according to CCP, changing this requires changing the physics of the whole thing for whatever reason. It's not just about the effect GÇö it's about how the missiles will move. They want to keep the two simulations as similar as possible, so changing it on the client to make the effect work could very well mean that they need to change it on the server as well. GÇöGÇöGÇö GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥ GÇö Karath Piki-á |

Zendoren
Aktaeon Industries The Black Armada
22
|
Posted - 2011.10.23 11:31:00 -
[30] - Quote
Tippia wrote:Iam Widdershins wrote:Once again GǪas if I have done it before.You got it wrong the last time and don't try to lay that one at my feet.  Quote:The actual underlying mechanics of where missiles are coming from would obviously be the same. They start at point A and travel to point B, where A is the center of your ship and B is the target. This would be obviously be the same on the server and the client, regardless of where the effects engine draws the points of light on your screen. GǪand the part you are misunderstanding is that, according to CCP, changing this requires changing the physics of the whole thing for whatever reason. It's not just about the effect GÇö it's about how the missiles will move. They want to keep the two simulations as similar as possible, so changing it on the client to make the effect work could very well mean that they need to change it on the server as well.
Personally, I would be happy with the missiles being fired perpendicular to the direction of the fited ship then turning to track target once the missile clears the ship. For example, how missiles are fired vertically from cruisers off ships as sea.
I would be happy with the missiles recessed in the ship model and then fired perpendicularly to the ship on either side (or top and bottom) than having the missiles turn to track the target (see game homeworld & homeworld 2 for desired space missile effects http://www.youtube.com/watch?v=DTOUtXW6hV8 )
I don't know how this will effect flight time as it will be adding a few more seconds and some more distance than firing as they are now. |
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