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Improvements to the functionality of a number of anti-torpedo weapons #6607

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@Basilisk3 Basilisk3 commented Dec 31, 2024

Description of the proposed changes

Improve the functionality of a few anti-torpedo weapons.

The addition of a MinRadius prevents the weapon from locking onto projectiles it cannot reasonably intercept anymore. UseFiringSolutionInsteadOfAimBone is now enabled for the Aeon Tech 3 Sonar and Seraphim Tech 1 Submarine since these weapons are turreted. This also prevents a bug that causes the anti-torpedo weapon of the Aeon Tech 3 Sonar to shoot in the opposite direction in some rare cases.

Additionally, audio queues are added to the Ajellu Anti-Torpedo Defenses of the Seraphim Tech 1 and Tech 3 subs.

Aeon T3 Sonar Platform (UAS0305):

  • Quasar Anti Torpedo
    • MinRadius: 0 --> 5
    • UseFiringSolutionInsteadOfAimBone: false --> true

Sou-istle: T1 Attack Submarine (XSS0203):

  • Ajellu Anti-Torpedo Defense
    • MinRadius: 0 --> 5
    • UseFiringSolutionInsteadOfAimBone: false --> true
    • Audio queue added

Yathsou: T3 Submarine Hunter (XSS0304):

  • Ajellu Anti-Torpedo Defense (x2)
    • MinRadius: 0 --> 10
    • Audio queue added

Testing done on the proposed changes

The performance of the torpedo defenses is improved, greatly in some cases. The Quasar Anti Torpedo of the Aeon Tech3 Sonar Platform is fixed.

Checklist

  • Changes are documented in the changelog for the next game version

@Basilisk3 Basilisk3 marked this pull request as draft December 31, 2024 14:49
@Basilisk3 Basilisk3 added area: balance related to units balance, but not as a suggestion area: unit-blueprint related to issues in unit blueprints (*_unit.bp) labels Dec 31, 2024
@Basilisk3 Basilisk3 changed the title Anti torp fixes Improvements to the functionality of a number of anti-torpedo weapons Dec 31, 2024
@lL1l1
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lL1l1 commented Jan 2, 2025

This also prevents a bug that causes the anti-torpedo weapon of the Aeon Tech 3 Sonar to shoot in the opposite direction in some rare cases.

Do you have specifics for those rare cases? The only reason I can think that it would fire backwards is that it doesn't have LeadTarget = false, but that should be false by default because its firing a projectile with tracking in its blueprint.

As for using the firing solution instead of the aim bone, I don't think being turreted is a valid enough reason, but the T1 sub and T3 sonar don't have a visible turret, so I guess it's fine to use the cheaty firing solution. I would increase the firing tolerance to 180 to truly make it fire instantly in any direction, since currently it is still limited by the turret's (fast) turn rate before it can fire.

Also, it would be worth investigating torpedo flares. The Barracuda, Salem, Cooper, and Valiant have minimum ranges of 0, 5, 10, and 15 respectively, and maximum range of 25, 30, 25, and 30 respectively. Neptune is 10-30 as well.

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Do you have specifics for those rare cases? The only reason I can think that it would fire backwards is that it doesn't have LeadTarget = false, but that should be false by default because its firing a projectile with tracking in its blueprint.

I tested this by spawning in a couple of HARMS and enabling NoDamage. The anti-torp weapon eventually bugs out and either refuses to shoot or shoots in the opposite direction. With "rare" I meant that in regular games, this usually should not happen all that often. In test games it is easily reproducible though. HARMS torpedoes are pretty fast, maybe that is causing it.

As for using the firing solution instead of the aim bone, I don't think being turreted is a valid enough reason, but the T1 sub and T3 sonar don't have a visible turret, so I guess it's fine to use the cheaty firing solution. I would increase the firing tolerance to 180 to truly make it fire instantly in any direction, since currently it is still limited by the turret's (fast) turn rate before it can fire.

I meant that these weapons don't look like they are turreted, so visually, it's fine to change. Using the firing solution instead of the aim bone greatly increased the functionality, which is the actual reason I included it. Note that I didn't add it for the Yathsou because it would look off.

Increasing the firing tolerance to 180 is a good suggestion, I'll add that.

@Basilisk3 Basilisk3 marked this pull request as ready for review January 2, 2025 15:41
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