01.09.2010, 06:17
The point about each turret only having a single ShellStart is correct for all ships. This results in an imbalance between ships with numerous single barrel turrets and those with twin or triple barrel turrets.
At present each turret can only have a single zone of fire which is ok for bow and stern turrets but mid ship turrets need two zones of fire to be defined which is currently not possible. This can be seen on Marat where only one of the two central turrets can fire to each side.
For FPS reasons it is still not practical to represent a realistic rate of AA fire from a group of ships. The fire rate needs to be reduced to maintain a good FPS. HSFX have addressed this in part by adopting "effective" ranges so that the smaller guns only join in at close range.
The largest game engine omission at the moment, in my view, is the lack of any sort of AI for ships. If we approach this from the pilots point of view, it is unrealistic that your target ship takes no evasive action to avoid bombs or even torpedoes. Creating an AI for ships should be top priority for any ship related coding work.
Ashe
At present each turret can only have a single zone of fire which is ok for bow and stern turrets but mid ship turrets need two zones of fire to be defined which is currently not possible. This can be seen on Marat where only one of the two central turrets can fire to each side.
For FPS reasons it is still not practical to represent a realistic rate of AA fire from a group of ships. The fire rate needs to be reduced to maintain a good FPS. HSFX have addressed this in part by adopting "effective" ranges so that the smaller guns only join in at close range.
The largest game engine omission at the moment, in my view, is the lack of any sort of AI for ships. If we approach this from the pilots point of view, it is unrealistic that your target ship takes no evasive action to avoid bombs or even torpedoes. Creating an AI for ships should be top priority for any ship related coding work.
Ashe