Ah, that's the insight I was missing. Although I can make some sense of the JavaScript code, knowing how it all hangs together is something else.Thargoid wrote:The problem is that not everything moves at once in the universe, so it's perfectly possible that the projectile ends up being repositioned before the player ship is when the frame is updated. But equally the opposite is also possible, it depends where they are in the array of entities in the system as it gets parsed. When that happens and you're travelling fast enough, then you of course can end up flying into it.
Yes, it's further up this thread, [1] but I thought my problem was qualitatively different, in that my collision was speed dependent. Usefully, the dimensions of the Dredger are listed in a comment at the top of the model spec., so I shall get on with moving the spawn point. Thanks for your help.Thargoid wrote:
The modification needed is to move the launching position further forward rather than making the projectile quicker. ...
I think McLane included details of how to do that in the OXP documentation, or at least they are listed on here somewhere.
Oh, while I've got your attention, though The current code uses the collisionRadius of the ship and projectile to calculate a spawn point. I've searched through the OXPs I've got installed, and can't see where that collisionRadius is specified...? Not that I'm thinking of changing it, you understand! There are just, as the song says, More Questions Than Answers
Jonathan
[1] And Cdr McLane has repeated it for me below while I was writing. Thanks, both.