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blankseplocked Warp Collision problems
 
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Clansworth
Good Rock Materials
Posted - 2005.12.20 23:23:00 - [1]
 

Since it is obvious that there are times while in a warp that collision detection is disabled, can we extend this to the period from when the warp is ordered? So many times' i've found myself stuck to the side of a station trying to warp, just wobbling about, because of the collision with the station. I think we can all appreciate the need to skip the collision and just get into warp. Anyone aggree with this?

Clansworth

Wucan
Posted - 2005.12.22 12:38:00 - [2]
 

I definitely agree with this! It is annoying to have to turn off your autopilot, then stop your ship, THEN move off in another direction to give you enough distance just to clear the station so you can go to warp.Sad

Have you noticed, it also varies depending on what design of station you leave. Some eject you well clear of the hull (those that tend to be of 'upright' designs, usually). The problem only really becomes a pain when you exit a really sprawling station. You may get ejected at a speed of 400+, but you rapidly slow down and often don't get clear enough.

The only current solution is to wait a bit until your speed has dropped off a fair bit (say 100 or so) and hope that you are far enough away BEFORE selecting your warp destination or starting your autopilot.Neutral

Thercon Jair
Minmatar
Nex Exercitus
Raiden.
Posted - 2005.12.22 16:07:00 - [3]
 

Rather not, you couldn't hinder anyone from warping by bumping them.

But it's sometimes annoying because you bounce off of an invisible shape around the station, not the station itself. The same goes for POS structures, I'm well off of anything but still I'm bouncing off the CT for example. That thing is tall and slim, but it has a bounce-off radious of more than 400m...

Bouncing off of invisible shapes is the annoying part, not the collision itself


 

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