|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002197||FSSCP||graphics||public||2010-05-02 06:38||2021-01-09 16:01|
|Product Version||3.6.12 RC2|
|Target Version||Fixed in Version|
|Summary||0002197: Normal weapon piercing effect generation|
|Description||There's a bug in piercing effects for normal weapons.|
Whenever beam triggers a piercing effect, the effect is generated directly from opposite side of ship being struck. However, whenever a normal weapon hits a ship, piercing effect is generated from point of impact.
Take a destroyer size target for example. If a normal weapon like laser or missile impacts a ship, the piercing effect is often lost within the ship because effect is generated from point of impact. The larger the ship, more of the effect is lost and sometimes may not be visible at all.
Can this be fixed, pretty please?
|Tags||No tags attached.|
|Well.. This one is problematic as the weapon ceases to exists (as an object) at the point where it impacts. Only possible solutions i could think would require projecting the exit collision by using the entry collision and weapons orientation or velocity vector as a reference|
|Changing this from a bug to a feature request.|
|Migrated to GitHub as a Feature Request.|
|2010-05-02 06:38||Fury||New Issue|
|2010-05-26 07:44||Wanderer||Note Added: 0012006|
|2012-11-28 02:40||The_E||Severity||major => feature|
|2012-11-28 02:40||The_E||Note Added: 0014205|
|2021-01-09 16:01||MjnMixael||Status||new => closed|
|2021-01-09 16:01||MjnMixael||Resolution||open => suspended|
|2021-01-09 16:01||MjnMixael||Note Added: 0017068|