Jump to content

  • Log In with Google      Sign In   
  • Create Account

Photo
- - - - -

Forerunner Wormhole Issue


  • Please log in to reply
13 replies to this topic

#1 Aunt Gruntie

Aunt Gruntie

    Sterilized Food Nipples!

  • Contributor
  • 1,326 posts

Posted 30 December 2013 - 06:56 PM

The Forerunner Wormhole thingy (does it have an official name?) obscures ships at the edge of the gravity well. Which for a UNSC player makes it impossible to correctly mirco your nukes and pretty much any fleet coordination.

 

One solution I can think of right off the bat would be to shrink the gravity well of wormholes so that the outer edge of the well is inside the Forerunner Wormhole structure.

 

Not sure how pressing of a concern this is, but it's something that could be looked into sometime in the future.

 

 

I noticed this while playing the tourny map that Norman made and a key chokepoint is the wormholes, but fighting in there is very difficult to manage when ships are camped on the edge of the gravity well.


Help me Sergeant I'm lost in Kurfluffle land!

 

 


#2 m468

m468

    Coordinator

  • Inactive Staff
  • 1,164 posts

Posted 30 December 2013 - 08:19 PM

Noted looking into how to fix the issue. Thanks


"Japan received freedom so hard it was atomizing." -VDNKh
Spoiler

#3 SPECTRE

SPECTRE

    Banned user who criticised terrorists

  • Members
  • 3,455 posts
  • LocationANGLIA BRUV, HOME TO THE PRODIGY, NON CRIMINAL GANGSTAS AND FARMERS

Posted 31 December 2013 - 03:45 AM

You increase the size of the object so it is inner radius is larger than both the phase and movement radius.


I'm back (temp)

Spoiler

#4 Lavo

Lavo

    Grand Master Modder/Design Lead

  • Mod Staff
  • 713 posts
  • LocationNot Uni's Basement

Posted 31 December 2013 - 04:58 AM

Unfortunately, while this is a real bug, it in truth is unfixable due to how Sins is prioritizing the particle mesh over mainview icons.



#5 Aunt Gruntie

Aunt Gruntie

    Sterilized Food Nipples!

  • Contributor
  • 1,326 posts

Posted 31 December 2013 - 12:45 PM

Well thats unfortunate

Help me Sergeant I'm lost in Kurfluffle land!

 

 


#6 Vrishnak92

Vrishnak92

    Crewman Apprentice

  • Members
  • 62 posts
  • LocationWhere the fun stays

Posted 31 December 2013 - 04:25 PM

Also with maps where the planets spawn to close together, the forerunner wormhole mesh likes to clip into the other planet, I usually have this problem with the random maps

#7 Unikraken

Unikraken

    친애하는 지도자

  • Administrators
  • 2,910 posts
  • Steam:Unikraken
  • LocationNew Mexico

Posted 31 December 2013 - 11:29 PM

Also with maps where the planets spawn to close together, the forerunner wormhole mesh likes to clip into the other planet, I usually have this problem with the random maps

Not sure there's much we can do about that either.


[10:46:02 PM] VDNKh: Piercing Lance
[10:46:11 PM] VDNKh: fitting name for the ship that just fucked me

 

"Unikraken can soothe any nasties."


#8 Vrishnak92

Vrishnak92

    Crewman Apprentice

  • Members
  • 62 posts
  • LocationWhere the fun stays

Posted 01 January 2014 - 03:53 AM

Not sure there's much we can do about that either.


Didn't say there was anything you could do about it, was just putting it out there

#9 Lavo

Lavo

    Grand Master Modder/Design Lead

  • Mod Staff
  • 713 posts
  • LocationNot Uni's Basement

Posted 01 January 2014 - 10:40 AM

Not sure there's much we can do about that either.

The can be fixed by increasing the "size" of all maps, aka. the distance between planets, and increasing hyperspace speeds to compensate.


  • SPECTRE likes this

#10 Vrishnak92

Vrishnak92

    Crewman Apprentice

  • Members
  • 62 posts
  • LocationWhere the fun stays

Posted 02 January 2014 - 07:27 AM

The can be fixed by increasing the "size" of all maps, aka. the distance between planets, and increasing hyperspace speeds to compensate.


Lavo, has referring to the fact that nothing can be done about the randomly generated maps(on a side note, I was tempted to call you Navi for some odd reason 0_o)

#11 XtremeRoflcopter

XtremeRoflcopter

    Petty Officer Second Class

  • Contributor
  • 387 posts
  • LocationWorking the till at the Bank of Rofl handing out loans to all the noobs.

Posted 02 January 2014 - 07:28 AM

Lavo, has referring to the fact that nothing can be done about the randomly generated maps(on a side note, I was tempted to call you Navi for some odd reason 0_o)

HEY! LISTEN! I KNOW ABOUT THIS! Yeah that sounds like good ol'Lavo. No offense man just you know a hell of a lot about this. 


  • Vrishnak92 likes this
It's easier to work on a map if a lot of Rum is involved...

#12 sloosecannon

sloosecannon

    Admin - I code stuff

  • Administrators
  • 2,468 posts
  • Steam:sloosecannon
  • LocationThis dimension (right now...)

Posted 02 January 2014 - 07:54 AM

Lavo, has referring to the fact that nothing can be done about the randomly generated maps(on a side note, I was tempted to call you Navi for some odd reason 0_o)


Lavo is right, actually. That would fix the random maps too
#define true false
//happy debugging suckers!!!!!

Notable SOTP forum/Steam chat quotes:

Spoiler

Donate to the forum! https://kd8rho.net/donate

#13 Bornstellaris

Bornstellaris

    The Winter Soldier

  • Mod Staff
  • 1,533 posts
  • Steam:Bornstellaris
  • LocationCivil War

Posted 02 January 2014 - 03:38 PM

Lavo is right, actually. That would fix the random maps too


Lavo is always right, hence the 'Grand Master Modder' member title.

"But I knew him" 

 

  - Bucky Barnes

 

Spoiler

#14 sloosecannon

sloosecannon

    Admin - I code stuff

  • Administrators
  • 2,468 posts
  • Steam:sloosecannon
  • LocationThis dimension (right now...)

Posted 02 January 2014 - 04:17 PM

Lavo is always right, hence the 'Grand Master Modder' member title.


That goes without saying.
#define true false
//happy debugging suckers!!!!!

Notable SOTP forum/Steam chat quotes:

Spoiler

Donate to the forum! https://kd8rho.net/donate




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users