Note that in Elite it wasn't actually two lasers, but merely two lines merging in the middle of the screen, as you say.Ganelon wrote:there's no reason why two lasers couldn't do the same, much like in Elite.
Ganelon wrote:So far as a multiple laser resulting in at least one of the beams being wasted, do we currently see that being applied to NPC ships with multiple lasers?
Yes, of course. Just get into a firefight with an Imperial Courier and you'll see. If your ship is narrower, only the middle laser will hit you. You could even see the other beams miss you and pass by your ship through one of the side views, or an external view.
Fortunately you're wrong on all accounts. In Oolite, laser beams are entities, just like ships. As long as they are visible, they exist physically in the Ooniverse. (You can check this by either hitting 'F' and watch the entity count rise during a firefight, or making an entity dump by hitting 'P' and then '0' during a firefight.) It is really like a very long-and-narrow spike protruding from the firing ship. And this spike needs to physically touch the target in order to count as a hit. Positioning a target in the reticle merely ensures that the protruding spike will indeed hit it. In itself it accounts for nothing. Remember, NPCs can hit you too, and they don't have target reticles.Ganelon wrote:A hit would still be determined by "was the target correctly positioned in the reticle" ... But in any case, since the range to the targeted ship is known, there is no reason to assume the multiple beams couldn't converge accurately. ... With lasers, the game engine doesn't need to plot trajectory.
So it's also impossible to have the protruding spikes converge. For starters, where would you want to let them converge? 1 km in front of your ship? 5 km? 15 km? 30 km? Your target could be at all of these distance, or at any point in-between.
Lastly, because each laser beam is a proper entity, of course the engine needs to plot its trajectory. It does this each frame for each laser that is being fired, and then it checks each laser for collisions with each other entity in order to determine who has hit whom.
Not really. Compared to lasers, railguns are a piece of cake. I think I'll use the rest of this evening to come up with one, although it would need to be pylon-mounted or used as a primed equipment at the moment. Each projectile would simply be a small box flying in a straight path for a pre-determined distance. Basically a missile without pitch or roll, with a high initial velocity, and without its own propulsion. That's all. The entity count could be kept down by tuning the firing frequency. No law dictates that a railgun must fire dozens of projectiles per second. Maybe its only one per second, maybe even less. Therefore it doesn't need to create many more entities than a laser is creating anyway.Ganelon wrote:Now, new weapons. Especially kinetic weapons like railguns.. That's a really tantalizing notion. I'd love to see it, but I doubt it will ever happen in Oolite. ... Trajectory of a projectile would take additional math and graphics and etc for the engine (and people's computers) to cope with. Add maybe up to hundreds or even thousands (remember that the NPCs would likely be using those weapons as well, so there could be an awful lot of projectiles flying around) of small items for the game to track in a big furball, and then think of what it would do to frame-rates. It could take a lot of coding, and it could have very undesirable effects on actual game performance.
That's basically what I wanted to say. If a ship designer hasn't thought it through yet, he may be under the impression that multiple lasers would be good for the player. But actually, accounting for everything, they would be bad for all but the most experienced players. Contrary to the ship designer's intuition they would make life harder for the potential ship owner, not easier.Ganelon wrote:Take all that into account, and I doubt most beginner or average players would actually want more than one laser.