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Jaley Toralen
Posted - 2011.06.12 13:14:00 - [1]

Edited by: Jaley Toralen on 12/06/2011 13:16:01
why is it that i can watch just about every turret move and fire but i have to watch missles come out of no where... is it possable to make it so we can see the launchers as well???

Danika Princip
Tactical Narcotics Team
Posted - 2011.06.12 15:11:00 - [2]

congratulations! You are the 200th person to start this exact topic! you win a free rolling eyes smiley.

Rolling Eyes

Sebastion Heorod
Posted - 2011.06.12 20:58:00 - [3]

Something CCP has already said they are working on and will roll out as soon as they figure out a way to do it without adding lag

Posted - 2011.06.12 21:15:00 - [4]

Better questions:
1) Why missiles fly past a target then come back around to hit them, even head on?
2) If missiles hit the target (they are not proximity warheads) how can you out run the damage?
3) Why do kinetic missiles explode, they should be causing damage by ramming target?
4) How is the ships sig radius (energy power output, essentially) in any way reflective on the damage it should take from missile?

Amaroq Dricaldari
Vengeance Industrial Militia
Posted - 2011.06.13 02:43:00 - [5]

To do it withoug lag:

The server needs to start using GPUs, and they need to introduce Tesselation Support to the game.

Posted - 2011.06.13 09:50:00 - [6]

Missiles are calculated on another way then turrets .. and they are much slower then turrets .. this got impact on the calculation of the point to point way. If they want to add missile launchers they have to add very slow turret fire o.O with tv and angle calculations .. and that is triggy because the damage is calculated in explosion speed + moving speed + sig rad of target etc etc ... if you can fly faster than explotion speed of such missile .. with intecepter or something .. they could not hit you :D or they hit you with 0.0 - 0.5 dmg :) thats the difficuty of missles..

Glyken Touchon
Independent Alchemists
Posted - 2011.06.13 10:56:00 - [7]

from here

Originally by: CCP Atropos
I'm not involved with the project, but I remember a fellow dev posting a link (or maybe it was at Fanfest, I forget) detailing the hows and whys of this.

Currently all ships that can fit a turret require nothing more than the turret being reskined (although that in itself is no mean feat!) however for missile bays to be shown requires more significant rework.

For one, it requires the game engine to handle missiles differently with their trajectory being sourced from their respective launchers. This means touching the physics simulation a not inconsiderate undertaking in itself.
Secondly every ship with a missile launcher spot must be revisited and edited to remove 'fake' missile bays, such as the Drake, Crow and many other Caldari ships have. This means extensive remodelling time. All the other missile capable ships must be modified to have sensible placement areas for missile lanuchers either added (again more editing of models and textures) or designated.
We must then decide how they will work: for example, do they rotate to point to their targat in the same way turrets do, or do they fire a missile forward with respect to the orientation of the ship, which then curves around on a new vector, etc.
Once you've decided how the simulation will work, and reworked all the ships you then have to start work on the models for the launchers themselves. This is made more complicated by determining how "large" missile bays, such as siege launchers work on smaller ship models, such as the stealth bombers.

All in all, you might feel left out, as a missile user, with the new turret effects, but you're incorrect in assuming that the work required to implement new turret models is equal to the work I've listed above.

So sit back, enjoy the new turrets (when they're shooting you I guess) and be patient.


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