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Solved the projectile aiming calcs with drag
2017-03-10, 10:52 PM
Post: #101
RE: Solved the projectile aiming calcs with drag
The thing being solved is "fraction of velocity to put into the "vertical" component (otherwise known as "angle above target to fire at").

Yeah I'll share the code tomorrow

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2017-03-11, 12:08 AM
Post: #102
RE: Solved the projectile aiming calcs with drag
You really have everything ready to integrate?!?
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2017-03-11, 05:22 PM
Post: #103
RE: Solved the projectile aiming calcs with drag
Yeah the last piece of the puzzle is to figure out how components and armour should actually react to being penetrated, being exploded, etc...

Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
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2017-03-11, 05:50 PM
Post: #104
RE: Solved the projectile aiming calcs with drag
Can we have an E.T.A for the pre-alpha? The hype is killing me!
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2017-03-11, 06:04 PM
Post: #105
RE: Solved the projectile aiming calcs with drag
Nah not really. Quite a few things to do before it's playable in any meaningful sense unfortunately.

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2017-03-15, 10:21 AM
Post: #106
RE: Solved the projectile aiming calcs with drag
(2017-03-11 05:50 PM)thetanker14 Wrote:  [..] The hype is killing me!

^This.

______________
Rescue the mods!
(2017-06-19 03:02 PM)Guaibee Wrote:  Every once in a while I see a surge of replies on multiple threads from the same person...
spooling up reply surge...
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2017-03-20, 03:30 PM
Post: #107
RE: Solved the projectile aiming calcs with drag
(2017-03-10 10:52 PM)Nick Smart Wrote:  The thing being solved is "fraction of velocity to put into the "vertical" component (otherwise known as "angle above target to fire at").

Yeah I'll share the code tomorrow

Have you posted the code yet? If so, where can I find it? I would still love to take a look at it!
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