Forums » General

Insta-spin Warp Sucky Thing

Jul 06, 2006 Gavan link
When cap ships and the like (everyone actually it seems) warp, many times, they do an instant roll.... as if they have a predefined position that they have to be in to jump, and instead of manually positioning themselves, they engage their magic thrust engines and instantly roll 90 degrees.

Now, why does this suck? Because, I'll be patiently working down a cap's hull (or simply positioning myself out of the range of their guass), when all of a suddenly and instantaneously it magically twirls its cannons on me and pop!

Frustrating, very unrealistic (watching a kilometre long goliath roll 180 in a split second is wrong), and, well.... frustrating.
Jul 06, 2006 roguelazer link
That's because the warp forces the ship's orientation to be its vector of motion. This can easily be seen if you warp with F-A off and facing backwards. When you actually hit the Enter key, your ship is rotated such that its orientation becomes its current vector. To fix the bug, just change it so that the warp occurs in the direction you're facing instead of the one in which you are traveling.
Jul 07, 2006 upper case link
i believe that was part of the fix for the warp-kill bug.

gosh... i must have down 5 queens and a few cappies with that alone.
Jul 07, 2006 RattMann link
I have noticed this many times, even when watching the warp animation when flying my own ship. Seems to me that it has been this way for a VERY long time.
Jul 07, 2006 yodaofborg link
Aye Rattman, i remember seeing this pre-beta, and it IS a bug.

It has been pointed out numerous times, and I guess because the size of the ships back in them days were never bigger than a Centaur, it didnt matter, but with all these big cap ships and the likes, maybe its time to pay attention to it?
Jul 07, 2006 thurisaz link
...seems to me it'd be more consistent NOT to adjust heading before jumping.. that way, the 3km-sphere thing makes sense, as a ship could jump along any vector in that sphere, so the distance-sensors have to be prepared for that...

the way it is now, why aren't those sensors just monitoring large masses along a 3km line directly in the path of the jump vector?
Jul 07, 2006 Phaserlight link
Hmm, perhaps require a full stop before warp?... this would be a nice little added challenge when running from baddies, would narrow the gap between infiniboost and non-infiniboost ships, and seems like it would solve the vector problem.

Also, a while back the devs were talking about changing the in-system warp effect... maybe this will get fixed when that happens.
Jul 07, 2006 yodaofborg link
But then it will still happen at worm holes, ala Alpha :P
Jul 07, 2006 Phaserlight link
True enough, YOB. I'm not convinced it's a heading vs. vector problem at all, either. Roguelazer probably knows more than I do, but I've seen this happen all the time and it looks like the ship doesn't change heading but flips 180 degrees or so around its front-facing axis... as though the pilot were pressing "Q" or "E". ???
Jul 07, 2006 thurisaz link
yeah, phaser, I was talking RPese.. "3km sphere" as opposed to "3km within a narrow forward cone" only makes sense if your mass detector can't understand where you're pointing/moving..
Jul 07, 2006 a1k0n link
Yeah, they instantaneously roll such that their "up vector" is facing in some direction used for the cinematic effect. Which is kinda silly. We could just move the camera instead. And of course for AI pilots it makes even less sense since there is no camera.
Jul 07, 2006 thurisaz link
silli question.. could you not rotate the effect to the vector of the ship?
Jul 07, 2006 GRAIG link
Good point a1k0n.
Jul 07, 2006 a1k0n link
thurisaz: that is what I was implying.
Jul 07, 2006 Doukutsu link
Note to self - if you're playing the 'corners' game inside one of those capital ships, don't get a window seat.
Jul 08, 2006 LeberMac link
I'd love to see myself spinning wildly out of control as I enter the warp "plane" of the animation.