Fighters Go Through Planets

When playing this game earlier (Just bough it today, very fun, difficult learning curve, but easy to understand after that)I was attacking a computer-easy homeworld. I had been massing the fighter-producing carrier and I had alot of fighers/bombers.
When attacking his homeworld, I noticed the fighters went through his planet. I'm not sure if this is supposed to happen or not, but might be something to look into.
4,454 views 11 replies
Reply #1 Top
they entered a temporal flux
Reply #2 Top
they pulled a han solo!
all of my fighters are certified in planet-core navigation
Reply #3 Top
lol yea its stupid that they can fly through planets y not make umm go over or round.
Reply #4 Top
Actually as far as I now and have seen its just the fighter icon that goes through, if you follow the fighters individually you notice that they travel around it.

*edit* spelling   
Reply #5 Top
Say this with a racing announcers echo now.. The incredible "Phase Shifting Fighters!" Not only do they miraculously fly though your capitol ships without so much as getting a scratch (take a close look at the Kol while moving, and the fighters following it). They can now go though planets ! Who needs to go around obstacles when you can phase shift, and go THROUGH them! (major humorous sarcasm intended in this reply).

Seriously, I dont think it was intended that fighters fly though objects. Some work on collision avoidance should fix that. I assume all objects in the game have a collision mesh, or something like that.

I hated that in HW2 that my squadrons were sometimes too stupid to avoid some things (like asteroids, and HUGE capitol ships), and wound up playing lemming, and flying right into these objects destroying the entire wing. However at least it was somewhat realistic that they could be destroyed by collisions. Im not sure if that would work here being that sometimes the cap ships fly extremely close together. Sometimes bouncing off of each other (another annoying thing i see sometimes). Collision avoidance yes but destruction upon collision should prolly wait till beta 3 or 4.
Reply #6 Top
also if for example there are 3 cap ships and 1 gets in the way the shots go through and hit the ship they where acctualy aimed at but what should happen is it gets hit any els noticed that? and it seems that shots cant miss thier target
Reply #7 Top
also if for example there are 3 cap ships and 1 gets in the way the shots go through and hit the ship they where acctualy aimed at but what should happen is it gets hit any els noticed that? and it seems that shots cant miss thier target


and its a good thing they cant miss!!! after all, what happens to a shell that was fired in space? it keeps going for millions (if not billions) of years! so your pc can handle, say, 1000 shots being fired at once? well what happens if half of them miss? thats alot mroe shots onscreen, as they are not destroyed as soon as a hit would be... and besides, what kind of uber leet futuristic ship MISSES ITS TARGET? even the targeting systems of today can hit targets within a very small percentage of error

as for the going through other ships, if it used collision detection on every stinking projectile it would be a royal pain for your computer... so either u go through a ship or you reduce framerates by a bunch... i would say stick with the going through a ship
Reply #8 Top
Practically every game in this genre has the same issue of shots being fired though their own hulls, and friendly ships. Like Alway said if they coded in friendly fire, and realistic bullet physics even top of the line systems would have trouble running the game smoothly. Supreme Commander tries to simulate real time bullet physics, and look at how laggy that game can be even on the best of systems. I would rather have the magic bullets, and smooth gameplay than perfectly modeled physics, and laggy as hell.
Reply #9 Top
Option 3: Make autocannon rounds explosive. If missing the target, they explode is a flashy flak cloud. Problem solved

As for inaccuracy, remember that the distances in this game are humongous compared to those in modern day earth combat. Despite shells traveling quite quickly, the time it takes for them to travel through all that space, the target might've shifted heading just a little bit and thus, by the time the round gets there, you'd miss.

As for lasers, they dissipate as they lose all their thermal energy the further they travel in the coldness of space. Missiles should explode when running out of fuel, but they have guidance systems so they generally hit anyway.

I agree with Major Stress though. I'd rather these physics be kept as simple as possible for the sake of stability and fun. There are many other ways to make firing, combat and flashes more appealing. Eye Candy for the win.

The little bit that's on topic:
Yes, fighters do travel through planets, I checked last game and can confirm it. But this is being fixed or has been fixed internally if I'm not mistaken.
Reply #10 Top
Option 3: Make autocannon rounds explosive. If missing the target, they explode is a flashy flak cloud. Problem solved


sorta like space flak?
Reply #11 Top
Option 3: Make autocannon rounds explosive. If missing the target, they explode is a flashy flak cloud. Problem solved


sorta like space flak?



Yeah... it would definetly make things more flashy, considering the amount of autocannon rounds that are shot off.

Don't really need to do damage, but would make things more intense.