![]() Suppose that the shooter can complete a half rotation in time r. The firing angle is still ∠(A − B + t(VA − VB)). ![]() What if the shooter waits until time u before firing? Then the bullet hits the target when |A − B + t(VA − VB)| = ( t − u) s. In this case the firing angle is ∠(A − B + t (VA − VB)). It's still a straightforward quadratic equation to work out the time to hit: |A − B + t(VA − VB)| = t s. the bullet velocity is added to the shooter's velocity.) (I'm supposing Newtonian relativity here, i.e. Now suppose that the shooter is not stationary but has constant velocity VB. Having determined t, you can now work out the firing angle, which is just ∠(A − B + t VA). This is a straightforward quadratic equation in t, which you should be easily able to solve (or determine that there is no solution). The bullet hits at time t such that |A − B + t VA| = t s. Let the target be at the position A and moving with velocity VA, and the shooter be stationary at the position B and can fire bullets with speed s. The simplest case is a stationary shooter which can rotate instantly. (Which you can compute with the function atan2 in many languages.) ![]() Meanwhile anything trying to get up close to a tinker tank, or Buckmaster mech, will have their face right in front of your gun barrels.Notation: I write vectors in capital letters, scalars in lower case, and ∠V for the angle that the vector V makes with the x-axis. While the Touro is more like a bit over one tile (It's just as tall, but it's primary gun is smaller and more practically mounted). The Praetor mech can't aim it's heavy gun closer than about 2 grid tiles, for example. Plus, if stuff is right next to you, your guns may not be physically able to aim that close to your body on a tall mech or huge tank like the treehouse. But if you use it on something lower, more often it will plow through a crowd of infantry and power suits to reach where you are aiming rather than go over their heads. If you use it on the Mantis mech the flavor text says was built for it, your aim needs to be spot on all the time. But driving around in most tanks, and the shorter mechs, lets you get away with essentially sweeping your guns to hit crowds of small enemies a whole lot more. Taller stuff make the whole "oops I overshot them" happen more often. That said, try spending more time with shorter vehichles. Which, again, leads to overshooting a lot more if you don't know it (or, just got told about it, but stubbornly keep putting the mouse pointer directly on a short power and acting surprised it went over their head) Keeping in mind that the biggest gap in "where I aim" and "Where it lands" is that it goes slightly past your mouse pointer. And stuff like the small carlos are some of my favorites. That problem I also had went away after a bit. Well, while I'm hardly an expert at this game despite how long Ive had it. While it's fun, i preffer to have "boom" gun and more precise gun in loadout, but it's ending up with precision gun being completely uselles for me, coz it's end up flying over the heads of everything. It's most likely coz i have problem with depth perception, but in the end i take all explosions and go in guns booming. Originally posted by riderin:That the reason exactly.
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