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Raven and sharp cliffs

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13 months ago
When raven is used to bomb stuff that is on a cliff, it has a tendency to not work. Specifically, it tries to hug the terrain so much that it "overshoots" over the target, and then can not actually bomb it. It then has to turn around before it can actually drop bombs, and by that time its already dead. I wonder is it possible to have ravens figure out the target elevation and start matching it somewhat earlier so they do not bump into hills? That would make them much more useful as actual bombers.
+4 / -0


13 months ago
Make a simple replay?
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Ok this is way harder to reproduce than I have expected. I have experienced this in multiplayer on High Forts, as well as in campaign in Nashpvos mission (as I have tried to snipe the BB with ravens there, and all that achieved was many dead ravens (as they'd overshoot the target and try to turn around for actual attack run, but by that time they'd die to AA). However, when I try to recreate this in a controlled environment (http://zero-k.info/Battles/Detail/1748111) the ravens do derp visually (i.e. bump into terrain like silly flies) but that does not result in any loss of tactical ability (i.e. they still hit the target just fine). In the entire replay I've managed to have 2-3 of them get confused and overshoot the target, but that is quite tolerable. I'll keep trying to reproduce this reliably, if I manage I'll post here.

AFAIK the unit AI and pathing is part of sync code, so any factor like CPU load should not affect it, right? Or is there some unsynced code there as well? In this case may be it glitches when the code doing the unit AI lags behind the simulation?

Another aspect is, if the target is under shields, should ravens dive under the shield to bomb it? There used to be a toggle for that, but now it does not appear to be present. What is the intended behavior?

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13 months ago
Thanks for looking deeper. Unit behaviour is all synced, so no local conditions should affect it. Raven no longer dives.
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13 months ago
I see. Thanks. I have not played much cliffy maps recently, so have not seen it derp yet. Will keep eyes open.
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13 months ago
I've had this issue with likhos as well on certain maps with very high terrain that have cliffs.
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13 months ago
On the map the hole the giant crater in the middle, ravens have a real hard time coming up the cliff cause its a straight 90 degree angle. just a comment
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13 months ago
Dealing with extreme terrain is going to take a weakening of cruise altitude. As in, if aircraft are not fairly certain to fly around their particular cruise altitude, then we cease to be able to implement mechanics that depend on that. Such as flex AA, or the time it takes a Raven bomb to hit, or spherical weapons like Locust and Thunderbird.

A Raven that smoothly flies over a tall 90 degree cliff would have to fly very high whenever it is near such a cliff. There is a feature in the engine that apparently does this. I would rather retain the mechanical importance (the physicsness?) of cruise altitude than do that though. ZK doesn't necessarily support terrain that is sharper than the terraform angle. It's fine if its low, but if its high, then maybe the map just isn't supported.
+2 / -0
13 months ago
I wonder if you could have a high altitude setting for aircraft, but I think that might be too janky/complicated.
+0 / -0


13 months ago
You could, but then flight height would shift from unit mechanics to unit AI.
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