Star Sonata
http://www.starsonata.com/forum/

Warping
http://www.starsonata.com/forum/viewtopic.php?f=104&t=47677
Page 1 of 1

Author:  Dorin Nube [ Fri Sep 23, 2011 12:40 am ]
Post subject:  Warping

As I'm sure you know, ships are still spinning out of control about 1/3 of the time after jumping through a wormhole on AP. Instead of trying to fix whatever is keeping them from stopping like they should, why not just let them keep flying like trade slaves do in C1?

Author:  VatFF [ Fri Sep 23, 2011 12:46 am ]
Post subject:  Re: Warping

Slaves are client side and ap is server side or something :P

Author:  Deathdisguise [ Fri Sep 23, 2011 2:29 am ]
Post subject:  Re: Warping

VatFF wrote:
Slaves are client side and ap is server side or something :P
I would think it the other way around, think about it! If you turn off your computer, all your slaves would go dead and drift out! =P

But regardless, this doesn't mean that player AP can't work the same way as slave AP!!

Author:  Mail [ Fri Sep 23, 2011 2:53 am ]
Post subject:  Re: Warping

Dorin Nube wrote:
As I'm sure you know, ships are still spinning out of control about 1/3 of the time after jumping through a wormhole on AP. Instead of trying to fix whatever is keeping them from stopping like they should, why not just let them keep flying like trade slaves do in C1?


No? It's fine as it. Even if we could do that (which we can't) we would get issues with 'stopping' on the last warp in the Ap sequence.

Just fix the damned bug, sucks for MCers.

Time Warp

Author:  biggee531 [ Fri Sep 23, 2011 3:15 am ]
Post subject:  Re: Warping

Player AP is client side due to the fact that mapcaches are stored for each character locally. It's easier to do it that way than to keep a mapcache for every single character in the database somewhere, rather than having all those extra queries for the DB every time you AP.

While that is the current case, if the necessity to explore your map was done away with, i can't see it hard or resource intensive to have highly functional AP system for players that was powered server side. It would already know what the next gal in sequence is etc.

Author:  Deathdisguise [ Fri Sep 23, 2011 3:16 am ]
Post subject:  Re: Warping

Mail wrote:
Even if we could do that (which we can't) we would get issues with 'stopping' on the last warp in the Ap sequence.
Before I go any further, I'd like to say I'd happily settle for the spin out bug fixed and nothing further, and that there's obviously more pressing matters to attend to than shiny new AP algorithms... BUT:

Slaves fly at a wormhole full speed and only correct their velocity after they jump and load the next area no? Other than compensating for latency, I'm lookin' at Grade 11 physics equations here to make it work hypothetically? One of the game managers also hold the galaxy name you're AP'ing to. Coding it to AP to it normally and stop on the point once said wormhole is within sight should be simple enough?

Sorry to say, I don't believe you when you say it can't be done!

However, unless there's wormhole location information at least 1 galaxy ahead on the AP route, it would be SLOWER for slow turning ships!

Page 1 of 1 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/