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Yes that changing gravity realy is a problem, i didnt know it increases with altitude on blueshift, this explains why my tries on firing the high arc always ended way to short and also why i had to tweak the projectile speed value to 103.5 instead of the actual 101.2 (shoot force  4000 / 39,5 ) when firing the low arc. It should be possible to calculate the flighpaths highest point and also to calculate the gravity up there. The middle between those two gravity values should do ( atleast aslong as theres no big altitude difference between cannon and target )

just tested this and ended up shooting a bit too far, tested further and it turned out gravity isnt increasing linear - sigh why does it have to be that complicated.

Challenges / Re: Planetary ACL
« Last post by PressureLine on December 07, 2016, 11:33:02 pm »
Why not just make some super-huge arenas? Planets are hinky because the grav field isn't that big, and the curvature screws with things (altitude difference & distance trig for one) something fierce. Changing the max distance of cameras to something bigger (afair it's 256 in XFM 0.5) is really easy, making it 512 (or whatever) would certainly lessen the 'search' time required on arenas (and on planetary surfaces)

Tech Arena Hex is a pretty big arena, it would be relatively easy to expand it even more to provide for long-range gameplay.
It may be because gravity increases as altitude increases on blueshift-based maps, and the formula assumes constant gravity which will cause it to undershoot.
Challenges / Re: Planetary ACL
« Last post by MarvinMan on December 07, 2016, 11:05:14 pm »
I was thinking of the main stardust planets. There would be a lot less cover for ground bots, but there would also be very little for them to crash into so speeds can be higher.

For now, It should work to put the bots close enough together that at least one of them will lock on and bring the fight to a range that he bots are designed for.
Challenges / Re: Planetary ACL
« Last post by z26 on December 07, 2016, 10:24:03 pm »
What kind of planet size do you have in mind?  With planets that are too big this will eithier turn into a missile contest or a game of hide and seek, depending on how much ground cover there is.  With planets that are too small, being pushed out of the planet will be pretty easy (overlapping two planets for stronger grav might help with that)  So I guess there is a certain range of sizes that offer the best experience.
Challenges / Planetary ACL
« Last post by MarvinMan on December 07, 2016, 08:51:42 pm »
I've been thinking about where ACL can go next. Full 3D dog fighting in space would be cool, but represents a huge step change in difficulty and rules. I think that holding ACL matches on planets with a reduced rule set would make ground based combat more interesting and provide a smoother transition to art-to-air engagements. All the current ACL bots would still be viable, perhaps with some tweaks for longer range accuracy, so any bots built for the new format would have something to compete against immediately.

The rules could probably be cut back a lot, just keeping the parts limits and some restrictions on homing projectiles/suicide attacks. All types of ground, hover and flying bots would be allowed providing they stay within the gravitational field of the planet. Almost all types of weapons, including lasers, grenades, mines, missiles and plasma cannons are allowed, with some limitations on homing projectiles.

Overall, planetary ACL should be much faster and more dynamic, with less of the point-blank cannon spam that happens currently.

Any ideas/suggestions?
That seems to be working very well now.

If you think there are rounding errors in there somewhere, it would be interesting to compere the accuracy with the turrets built before XFM added inverse trig functions. They used an integrator with the projected trajectory calculations in the feedback path to home in on the best firing solution. That might have some inherent error cancellation or bigger numbers that are less affected by rounding.

We really need some bigger maps for ACL so that there's more chance to use snipers/long range artillery like your bot, or missiles and grenade cannons.
General Discussion / Re: Need info on plasma-projectiles
« Last post by MarvinMan on December 07, 2016, 08:03:23 pm »
My original combat bot has the full ballistics calculations implemented on its turret, if you want to look at that to see what sort of numbers work.

Lately, I've found that using something like 1/(range*altitude) to set the angle of cannons is a good enough approximation for ACL use.

For longer ranges, you can boost the projectile velocity of cannons by accelerating them with a piston as they fire. A rotary solution may work too, especially for a higher rate of fire, but I expect the aim will be poor and inconsistent.
General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by tob.s on December 07, 2016, 12:41:31 pm »
that idea seems promissing,, will give i a try
General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by MarvinMan on December 07, 2016, 07:55:48 am »
Once it's in a stable flight path, you could have the grenades separate from the propulsion system to continue to the target in a regular ballistic arc.
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