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Author Topic: Gyrostabilisation or whatever its called...  (Read 1096 times)
Kreator666
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« on: February 19, 2009, 04:49:23 AM »

Hey, reading other post about ramming and big guns making small mech trip over and it made me think. This sugestion is a bit overwhelming for the extent of its use but be quite realistic and intricate to have.

Gyrostabilisation(not sure its properly named)
Well the idea is that every chasis would have a center of mass as all the equipment would. The further away from your mech center of mass the weapons own center is, the greater the pull on the mech (that would induce a malus to "the variables that has to do with if you land on your ass" while suffering from recoil or shock). You can also think about balancing the weight around your mech (if you have a big gun in one hand and a small one in the other. Those unballanced arms would add stress to your internal structure thus adding chances of break or damage it over time(or just less resistence to shock))

A full gear gyro system could handle thing like acceleration and deceleration (MW way...takes time to speed up or stop...like ur on a swing)
Also would handle any ramming tactic. Could also deal with recoil

----
On how to calculate the final gyro thing you could use a 3 axis graphic X Y Z with (0,0,0) as the center of mass for your chassis then you add or substract for weight of equipement depending if its to the right of left, atop or below, infront or behind the (0,0,0). Im quite average in math so can be sure here if depend where you place your axis but if you ended up with a result like (3,-1,0) you kinda be bending to the left, your torso/head tilted back a little (maybe that thoose disaligment could translate to your cockpit view like if you have too much pull from ur back you couldnt even see your feet by lookind down but would be damn good at raising his weapons up high to shoot at air targets) but still with a fair balance from top to bottom (I admit what to see the mechs around you all bent like they are old geezer mechs could seem an absurd idea but maybe it wouldnt affect the visual or just a little so that your could see it and take advantage of it if your eyes are sharp enough (could be an engeener skill (Mechanical analysis or Gyroscopic observation or..) to notice such weight misdristribution by looking at the way the enemy mech moves (diced ?). So one could takes advantage and use ramming or weap with kinetic impact to make the ennemy in the same direction that he his already unballanced and making trip more easily (an example: a mech with a heavy torso and light legs, would be ''easy'' to use lets say, a shotgun like type of weapon and kick swoosh those legs with a direct shot making the mech fall).

Its computation heavy and would have to be done on the user pc (i guess im no programmer)
« Last Edit: February 22, 2009, 05:17:49 AM by Kreator666 » Logged

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SoulMiner
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« Reply #1 on: February 19, 2009, 05:43:36 AM »

puting anything that relates to combat as this does on the clients files is a no no. people with the ability to change game mechanics will, sad but true.

Ex. imagin a 40 ton mech that when messed with would pilot like a 40 ton but when ran into another mech would act like it was 200ton.  Undecided
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Kreator666
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« Reply #2 on: February 19, 2009, 08:42:48 AM »

Yeah thats what I feared, but maybe its doable on server side ?

Also im no hacker myself and idk how hard it would be to hack things but its true that ive seen hacks in MMO but idk if it was because that somework was being done client side.
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Sturm Kintaro
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« Reply #3 on: February 19, 2009, 10:43:20 AM »

For every smart developer, there is someone who is just as smart and just as determined to try and work the system to their advantage.  Also keep in mind that the more rolls the server needs to make, the latency (lag) gets exponentially worse as you increase the number of units that the information must be passed to.

Example: 2 mechs are fighting each other, there's only 2 pieces of information that need to be sent to the server & 1 to each mech (the other mech's position relative to that player).

Now their buddies jump in, and now it's 2 v 2.  Now it's 4 data packets to the server, and 16 going out. (each mech has to know it's position relative to the 3 other mechs. 4 x 4 = 16)

Obviously as you add more people it'll get worse and worse.  Anything that can be done to limit that server impact is beneficial.  Because sooner or later there are going to be some pretty large scale battles, and no one wants to lag out during those... only to come back dead without ever having fired a shot.
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SoulMiner
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« Reply #4 on: February 19, 2009, 12:52:35 PM »

brings back memorys of fighting goon swarm in EVE online ahhh goons are coming (only thing you could do before they got there was send somthing out like this before the lag overwhelm'ed u

"Goon's are Comi...3=udsfop........ Run Fo........ .... Life" SERVER CRASH.......
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Kreator666
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« Reply #5 on: February 20, 2009, 04:51:42 AM »

LOL im a Goon myself  Grin. Was in a battle involving 1200 ppl and yes it lagged like hell but i didnt notice as I was in the first five to die rushing in in my paper ship of a Falcon !.

I understand the server strain and issue with hackers but there are 2 thing i want to say:

1- In FPS (in wich there are too many data (the real time fighting that is too much for the multiverse platform as the devs said) some computation is done user end side BUT they have a Punk Buster or something that scan your file beforehand for any modification to the code. PB seen to work fine in preventing most (all?) hacks

2- If its not possible to run anything at all user side then the devs could still writhe the equations on their own pc to calulate all the values of each mech and parts and then put those statics variable in a table that the server only has to access and not calculate. Just like the "trick" that the devs explained could circomvent the issue of real time combat thing.
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Sturm Kintaro
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« Reply #6 on: February 20, 2009, 05:34:25 AM »

Kreator - Punkbuster is a joke.  The only reason EA uses it is so they can say "look! we have anti-hacking software!  It's Gamespy! you can trust them!"

I've admin'ed BF2, BF2142, COD4 servers; all of them used PB, all of them constantly had hackers and cheaters who bypassed PB's laughable security and screening.

For those who don't know, PB only checks the client (game) to see if there are any 3'rd party apps running.  So if you had a separate .exe going that gave you insta-headshots, it would potentially see it and kill the connection.  What punkbuster doesn't do (and apparently can't, according to Gamespy). is scan your RAM.  Almost any of these "pb-proof" exploits modify values in your memory that PB can't check, thus bypassing the system totally  so by modifying values in your memory, instead of hitting dead air, the game thinks it's actually hitting your head/chest/etc.  Believe me, nothing's more frustrating than playing the game fairly, only to be sniped by someone 2km away in a game where the max range is 250-300m.

Now with regard to your question about the tables... I know diddly about database management, so that certainly could be a possibility... but the more values you can leave off the client to determine, the less likely you will have exploit issues from player manipulation of data.
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« Reply #7 on: May 22, 2009, 08:27:25 AM »

I agree about PB. I'm beta testing another game right now and its 'guarded' by PB yet there are so many hackers its not even funny. I was in a match once where both teams had 3+ hackers, the other players (myself included) decided to just sit in the bases and let the hackers try to out hack each other.


P.S. we knew they were hackers because all of their names were the same or really close to the same as the ones put up on a hacker list.
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Hamilton
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« Reply #8 on: May 24, 2009, 02:02:22 PM »

...
Gyrostabilisation(not sure its properly named)
Well the idea is that every chasis would have a center of mass as all the equipment would. The further away from your mech center of mass the weapons own center is, the greater the pull on the mech (that would induce a malus to "the variables that has to do with if you land on your ass" while suffering from recoil or shock).
...

On how to calculate the final gyro thing you could use a 3 axis graphic X Y Z with (0,0,0) as the center of mass for your chassis then you add or substract for weight of equipement depending if its to the right of left, atop or below, infront or behind the (0,0,0).
...

I could see this as being done when a game model is created and then a "physics review" of the model is done to determine its center of gravity and handling.  The results would then be applied as a value, such as the Handling Bonus (which is used, but it is an abstract).  The value(s) would be stored in the vehicles' database table on the server thus providing security.  So this would be considered as another check when a certain event occurs.

But to allow for this to happen during run-time on the client side, yes I do agree this then opens up to unauthorized modifications.
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Hamilton
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