Loading...
  OR  Zero-K Name:    Password:   

Planes Realistic Altitude Flight

17 posts, 1121 views
Post comment
Filter:    Player:  
sort
I saw a lot of inconsistency to airplanes/gunships when it comes to altitude change. If your planes are passing thru a high mountain they will raise the altitude they have automatically. Problem is that when they do this they have issues while aiming/bombing.

This is why I suggest giving a special button for all planes and gunships where you select the hight where you want your planes to fly constantly without going down and up as the ground changes bellow them (in other words ignore ground hight change). It will give a realistic overview of the flying itself and will also remove the bugs that we are having right now while bombing and attacking.

I already see that Ravens have "Always Fly high" ability choice. We just need to adjust this selectin to all airplanes and gunships and make a special button where you introduce the altitude you want...300,400,600, and etc. But please make them not go lower or higher because of the ground they have down below, it just brakes the whole bombing/attack process.
+0 / -0

5 years ago
I think that was done for balance reasons.
+0 / -0
future planes are full retarded because the military was worried they might owl everything.
so the future air-forces of the world designed a slow flying low altitude bomber that has to almost touch what they drop the unguided hand-grenade on

if the game had high altitude stealth bombers with long range guided munitions.. or for that matter just long range cruse missile spamming rolling shielded death machines.. ok now i miss TA again

zk does have less brutal killing technology but its got way better balance and game-play then it would in reality.. if it was a real war you would never even see what hit you. in 20 000 years time wars will be so horrific whole planets will die in seconds before they even know a fleet was dispatched

maybe if your lucky you look up just in-time to see a bright flash in the night sky before the planet is vaporized for heresy
+0 / -0


5 years ago
I think manual flight height adjustment would open the door to too much tedious micro. The units abilities and AI should just be good by default. Report specific issues with plane aiming and bombing.
+3 / -0

5 years ago
"Report specific issues with plane aiming and bombing."
Wyvern (licho...etc) climbing a ridge and tries to bomb...does a weird backflip and stays too long there and getting killed by aa.
+0 / -0

5 years ago
How much more expensive would planes need to be to balance them out if they could bomb without diving?
+1 / -0
5 years ago
Try bombing crabs on a terraformed hill. The planes "divebomb" the crab, where they go to a low altitude for such an attack and instead get caught up in the mountain and completely fail to hit the crab.
+4 / -0
raven are a melee unit (+50% range of scyth)
+2 / -0
5 years ago
Sadly, GoogleFrog likes the "interaction" between "spheres" (air, water, underwater) to the point, that planes are meant by design to flight at altitude where even constable can slow them down:


...and Glaive shooting his mini-pellet hun under many gunships is stronger AA than dedicated AA units. I argued that it is stupid for ages, without much result (same for bombers getting dumb when trying to bomb something on pillar/cliff). I wouldn't expect anything to be changed here.

---
+2 / -2


5 years ago
quote:
Try bombing crabs on a terraformed hill. The planes "divebomb" the crab, where they go to a low altitude for such an attack and instead get caught up in the mountain and completely fail to hit the crab.
They don't do this for me and they are able to bomb Crabs up to quite a high height. A 2000 metal hill causes problems simply because Raven cannot climb that fast.
+4 / -1
5 years ago
i think you deserve upvotes googlefrog because your responding and checking bugs out =) and im noticing you working hard to hear the community. its been impressive to see you check each issue without getting disheartened
+4 / -1


5 years ago
I have made Raven able to climb and bomb anything on Grts_DesertValley_012 on its first pass. This seems sufficient so I'll call the issue fixed.
+4 / -0
Strange, my experience was with a terraformed hill about 3-5 months ago on StormSiege in the Lobsterpot. For some reason, when I ordered my Ravens to hit a crab on a hill on the west side of the map (I believe about 2/3rds from North, and in the middle of the Plateau) my ravens just failed to hit the crab time and time again on their climb if they didn't get stuck. I will say that is was mostly my fault for having them dive in the first place, but this issue might have been fixed while I took a hiatus.

Edit: Native Language is Engrish
+0 / -0
I started to understand AUrankAdminGoogleFrog at least from a coder's perspective. Making planes have realistic flight will bring two problems:
1. What happens when planes have an altitude set up to 0 and they hit a wall bigger than 30? Of course, a weird bug will happen and this is why in terms of coding it's a bit hard to renovate the behavior of planes and gunships.
Here you will have to implement the standard pathfinding of ground units into the planes so when they hit a specific wall they will either try to avoid it or follow a different path.

2. Aa missiles that will try to hit high altitude planes (if you select them to have an altitude of 1000 for example). So this new button that will let you chose what altitude you want will also inflict balance issues for the whole anti-air.
Hacksaw, Chainsaw, and Artemis will need to be readjusted meaning that missiles need to be faster than usual so they will not fire 15 missiles to kill a swift and waste the rest of the missiles.

I know that making Zero-K as realistic as possible will make this game more wanted by the community. But the coding perspective of each aspect that we need to change will require a lot of manpower to adjust every single issue.

I will start a new thread for all the changes that I propose for this game in order to look as much realistic as possible.
+0 / -0
cmon people we need to encourage googlefrogs involvement and be as grateful as possible so that he will likely always respond in turn with a positive enthusiasm.. even if its up in the air on weather or not he is always open to ideas it still helps our cause if he feels we appreciate his efforts because he doesnt have to care as much as he does.

iv given him a hard time before over quake missile but credit is due regardless of my expectations because the man spends energy following up issues to a degree. if we want even more work outa him lets respect the man. if we provide evidence of a glaring issue im sure he will address it lets give him a chance. offer him a replay of a borked bombing run.
+1 / -0
Anti-air uses the no-overkill thing introduced like a year ago. AA will change targets once an enemy unit has enough missiles tracked onto it to die, and that accounts for physics(and thing like repair and shields) so if the missiles miss then the system just lets AA fire another missile. You see this behavior with fencers and fleas, you see it with some artillery attacking buildings. It was an amazing QOL chnge. Also, spamming chainsaws in speedmetal now counters swift spam because there's no wasted shots.
+1 / -0


5 years ago
quote:
Strange, my experience was with a terraformed hill about 3-5 months ago on StormSiege in the Lobsterpot. For some reason, when I ordered my Ravens to hit a crab on a hill on the west side of the map (I believe about 2/3rds from North, and in the middle of the Plateau) my ravens just failed to hit the crab time and time again on their climb if they didn't get stuck. I will say that is was mostly my fault for having them dive in the first place, but this issue might have been fixed while I took a hiatus.
That is because the issue you reported existed 3 months ago. It was fixed about 1-2 months ago.
+0 / -0