View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002418 | FSSCP | gameplay | public | 2011-03-15 02:47 | 2012-11-27 06:38 |
| Reporter | Kolgena | Assigned To | Goober5000 | ||
| Priority | normal | Severity | minor | Reproducibility | have not tried |
| Status | closed | Resolution | no change required | ||
| Product Version | Antipodes 8 | ||||
| Summary | 0002418: AI using Cyclops #short | ||||
| Description | In Slaying Ravana, the cyclops available is the short version with 1875m range (according to the wiki), but I watched as my wingmen started firing off bombs at around 2500m away from the destroyer. That is the distance the secondary lead indicator shows up, but long before aspect lock is acquirable. In fact, in general, it's strange for missiles to have a visible lead indicator long before the aspect locker starts ticking. | ||||
| Tags | No tags attached. | ||||
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AI starts counting lock on time differently from human players - from the moment the subsystem/targetpoint is visible to the ship instead of being visible and within range. And they might be within range of the bounding box - something worth checking closely. |
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Closing as probably not a bug. Any departure from this behavior would probably require writing new missile lock code for the AI. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2011-03-15 02:47 | Kolgena | New Issue | |
| 2011-04-24 21:33 | Wanderer | Note Added: 0012667 | |
| 2012-11-27 06:38 | Goober5000 | Note Added: 0014195 | |
| 2012-11-27 06:38 | Goober5000 | Assigned To | => Goober5000 |
| 2012-11-27 06:38 | Goober5000 | Status | new => closed |
| 2012-11-27 06:38 | Goober5000 | Resolution | open => no change required |