![]() ![]() Which isn't as performance intensive as it sounds, with some heavy optimizations. Parts now check whether they intersect with every single plate. The damage model portals were far from perfect, and would result in inaccuracies if the turret's bottom wasn't flush with the top of the turret ring.Īllowing the new thickness on plates to obstruct other parts turned out to be the final straw for this system. This solution relied on compartments being fully enclosed, not ideal when they're scheduled to be opened up come open hulls and turrets on the roadmap. ![]() One of these portals was placed where the turret ring met the turret body. Which were volumes where projectiles would ignore plates completely. The damage model had to have 'portals' defined. This meant parts could avoid having to check collisions with every plate and, most importantly, it allowed the fake turret ring hole to work.Īs long as a part had all points inside the turret or the turret's basket, it would be considered valid, even though it would be technically intersecting with the plate between the turret and the basket. If a few points were outside, the part was intersecting with the compartment's plates. If all points were inside, the part was unobstructed. ![]() Each of these points were checked to see whether they were inside the compartment. Open Compartments and Physical HolesParts previously had a series of points spread throughout the part's volume. ![]() Role prioritization will be pre-set initially, with control coming in a future update. The switch time taken depends on distance, so a small, basketless secondary turret above the driver's seat could be effective. This lets a one man tank work fine, though you'll need quite a bit of time after stopping to allow the poor driver to climb into the gunners seat to aim, fire and load the cannon. The driver and loader roles require all limbs, so if the driver role is then assigned to the same crew member, they will have to switch the tasks based on priority. A crew member with these roles assigned will be able to perform all tasks at once with no penalty. The gun layer role requires use of an arm to aim the cannon. The gunner role requires use of the legs to press the pedal to fire the cannon. Crew members will only be able to have one limb working on one task at any one time. Now, each role has its required limbs defined. The current efficiency percentage acting as a multiplier for time taken to perform a task has been removed. My plans are to make it in AT&SF, Canadian Pacific, New York Central, and Milwaukee Road paints with short and long versions for each company.Crew Role ReworksAn iteration on crew role assignment changes the way crew members perform their duties. I should be able to post them tomorrow or the day after. That means it'll be at peak performance on handling and it won't fry your PC when there's 5-7 of these spawned as AI. The car is currently sitting around 200 parts, which is a little more than I have per rolling stock, but I've disabled drag on everything except the frame and below. I'm gonna make a few versions of the one pictured, and like usual I'll make one post with a bunch of unlisted variations in different railroads. long, and I've been building cool stuff in From The Depths with BoganBoganTheMan. #nolife), in T:ANE I'm making a winter route that is gonna be. I'm making a massive railway in a Minecraft server (it's roughly 5,000 blocks long so far, it's gonna be 20,000 in the end. Now, where have I been? Other video games and school. It's based on a HO scale dome car I have, but I shortened it because I don't think 100ft cars would do so hot on the first corner of the railway map. This took me about 1hr and 45mins to make Idk i couldn't think of a title so it's teaser time ![]()
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