Ok, I'll do some heavy testing on mountain maps. ;)
(Would it create a negative effects to use z for all? Like performance
etc...)
In wz,indirect projectile uses velocity XY(2d velocity) only,even though
they looked like a trajectory.Using vector z when calculating predicted
position for indirect projectiles might reduce their accuracy significantly.
So my idea was to remove the 3rd stacked turret from usual heavy bodies and
just add it for the still-to-come ultra-heavy-bodies.
--Dennis
Python is probably too 'narrow' for 3 turrets,'late game' ones might have
enough 'width' to fit 2 turrets on parallel + 1 front 'embedded',I'll look
for the application to view/edit pie models and try to re-design the turret
positions,currently all .pie using the same connector position offsets just
for tests sake:
0 original turret position (turret 1)
1 original VTOL turret position (VTOL turret)
2 original VTOL turret position + Vector(0,0,15) (turret 2,half-'embedded'
into body)
3 original turret position + Vector(0,0,20) (hence the stacked turret 3)
-Watermelon
_________________________________________________________________
Express yourself instantly with MSN Messenger! Download today it's FREE!
http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
_______________________________________________
Warzone-dev mailing list
[email protected]
https://mail.gna.org/listinfo/warzone-dev