Forums » Bugs
Energy weapons originate from behind the ship in external view
Switch to ship-external viewpoint and fire your energy weapons (gauss, for example) and you'll see what I mean.
Depends on the ship.
Warthog and ad gat = shots that originate from behind the ship.
Yeah. that's known. There's really nothing that's going to be done to try to fix that issue directly.
Other players don't see the issue on your ship when you shoot though. The network lag takes care of hiding it.
Other players don't see the issue on your ship when you shoot though. The network lag takes care of hiding it.
I noticed another interesting thing a while back with the AGT. The placement of this weapon truly matters. It takes into account how wide of an angle it can fire in accordance with your ship model and positioning of weapon ports.
You can try it out yourself. Buy a Warthog and equip it with an AGT. Note how far high it can aim at its targets before losing its lock. Not too high, huh?
Now try the same thing with the Prometheus. Because the AGT is more up against the nose of the ship, it can lock on to targets at a higher angle.
I don't know, I just thought that was cool. Rather than have your shots travel right through your ship, the AGT actually has some realistic limits as to how far the turret can pivot before hitting your own ship. It's those fine details which make the game better IMO.
=)
As for the projectile origin issue, I think most of that will be masked with the inclusion of externally visible weapon ports and new ship models, in addition to what ray said.
You can try it out yourself. Buy a Warthog and equip it with an AGT. Note how far high it can aim at its targets before losing its lock. Not too high, huh?
Now try the same thing with the Prometheus. Because the AGT is more up against the nose of the ship, it can lock on to targets at a higher angle.
I don't know, I just thought that was cool. Rather than have your shots travel right through your ship, the AGT actually has some realistic limits as to how far the turret can pivot before hitting your own ship. It's those fine details which make the game better IMO.
=)
As for the projectile origin issue, I think most of that will be masked with the inclusion of externally visible weapon ports and new ship models, in addition to what ray said.
So essentially, this is a client side problem that is not seen by others. Okay, I'll buy that.
>So essentially, this is a client
>side problem that isn not see by
>others. Okay, I'll buy that.
I think it can be seen by others. Why would it be a client side problem? (if its actually a problem...).
>side problem that isn not see by
>others. Okay, I'll buy that.
I think it can be seen by others. Why would it be a client side problem? (if its actually a problem...).
Okay, try this:
There is not enough room in the nose of some of the ships to house the weapons and aiming solenoids, so the weapons must be placed in the aft section. They are also less likely to be damaged there during a dogfight.
There is not enough room in the nose of some of the ships to house the weapons and aiming solenoids, so the weapons must be placed in the aft section. They are also less likely to be damaged there during a dogfight.
Eehehe... on the other hand storing munitions right up against the engines isn't smart either.
=b
=b