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QOL for Aiming in Dogfights #416

@Deployabledrone

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@Deployabledrone

I have noticed that during dogfights and you have your guns aimed at a target and you turn or execute another maneuver your guns do not track until after the maneuver has already started, leading to the guns failing to track the target and if you are firing at the time this will induce misses. This is especially noticable on the Falcon when armed with repeaters because of the firing arcs of the repeater and the high maneuverability of the Falcon. With the guns theoretically being able to track targets in a wide area it is difficult to actually use this in a dynamic fashion because the Falcon maneuvers so rapidly that the guns are unable to track a target when the craft maneuvers.
In order to reduce this; rather than having acceleration be instantaneous upon clicking, instead impose a 'rampup' time for thrusters while guns are firing, where thrusters don't provide full power and instead provide steadily increasing power, allowing the guns to correct for the change in thrust and reducing misses due to own-ship maneuvers.

*I use keyboard controls exclusively and this is likely not as much of a problem when using mouse controls due to the nature of mouse controls.

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