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A way to have the "oldstyle" targeting back?

Posted: Mon Nov 15, 2010 6:47 am
by snork
hej,

With advanced scanner equipped and "oldstyle" being :

See screenshot, the arrow hinting at into what direction to correct aiming did not disappear, no matter how close to being on-spot you were.
I have last seen it in trunk 1.74.3000-something.

Of course, the new behaviour is neat and such, but not too helpful.
In long distance sniping and in fleeing and shooting with the aft laser my lasers now too often get overheated / my hit rate gets low. :|

I tried to compensate by enabling the reticle_target_sensitive, but that did not really solve my problems.

Thanks

Image

Posted: Mon Nov 15, 2010 7:26 am
by Killer Wolf
Far as i know that's not an aiming reticule, it simply points in the direction of the target so you find it quicker if it goes off the screen.
what new behaviour are you referring to, did i miss an update bulletin somewhere? :-/

Posted: Mon Nov 15, 2010 8:11 am
by another_commander
I believe snork refers to the disappearance of the direction to target indicator when the target is close to the crosshairs. This indicator did not use to disappear in the past, with the unpleasant side effect of being in the way and obstructing the view, especially when the target was far away. The change was committed by Ahruman to address this.

snork, I don't think that we'll fall back to previous behaviour on that, but be aware that the reticle target sensitive has been improved dramatically for v1.75. There are still some deliberate and calculated inaccuracies with its functionality (mostly related to distance from target), but rest assured that in v1.75, when you see it turn red it means that it hits target, period. This should help you with long distance targeting, even if the direction to target indicator is not there.

Posted: Mon Nov 15, 2010 8:12 am
by Commander McLane
It's a correct observation. In 1.74.2 the small arrow is fading out when the target comes close to the reticule. I just fired up 1.65 for comparison. The arrow is always visible.

I have to admit, though, that I hadn't noticed the fadeout myself. So it seems I at least didn't miss the arrow. I can't say, however, when this change was implemented.

EDIT: ninja'd by a_c, and with more and better information. :wink:

Posted: Tue Nov 16, 2010 9:27 am
by snork
another_commander wrote:
I believe snork refers to the disappearance of the direction to target indicator when the target is close to the crosshairs.
Yes, exactly that.
another_commander wrote:
This indicator did not use to disappear in the past, with the unpleasant side effect of being in the way and obstructing the view, especially when the target was far away.
Hm? How dit it get in the way ? I never noticed, but then again, I am playing with very few OXPs, maybe if I need to shoot some subentity but the scanner targeting the main entity or sth. along that way ?
another_commander wrote:
snork, I don't think that we'll fall back to previous behaviour on that, but be aware that the reticle target sensitive has been improved dramatically for v1.75. There are still some deliberate and calculated inaccuracies with its functionality (mostly related to distance from target), but rest assured that in v1.75, when you see it turn red it means that it hits target, period. This should help you with long distance targeting, even if the direction to target indicator is not there.
Oooh, nice! :)

I certainly don't expect Oolite to go backwards, this fading out is way too slick and stylish.

I had hoped some ugly and simple to execute hack would exist, like replacing some source files with older versions. :oops:
But now I guess I will just go and play trunk and be fine.
Commander McLane wrote:
... fading out ...
that is the term that didn't come to my mind. :D
Commander McLane wrote:
I have to admit, though, that I hadn't noticed the fadeout myself. So it seems I at least didn't miss the arrow.
I had tried to find existing forum topics on this first - well, as much as I was able to - and me too thought that nobody else had problems with it.

I guess I am not that good a pilot as most of you around here, so little things have more effect on me than on others. :?

I sometimes wondered - do you really fly your Imp with no military shield enhancement, as the wiki page suggests ?
To me, travelling space without military shield enhancement usually makes me aware much more of things. ^^
(Greedy snork took too many tight-in-time contracts to allow for timeconsuming repairs. :roll: )

Posted: Tue Nov 16, 2010 11:49 am
by Commander McLane
snork wrote:
I sometimes wondered - do you really fly your Imp with no military shield enhancement, as the wiki page suggests ?
To me, travelling space without military shield enhancement usually makes me aware much more of things. ^^
(Greedy snork took too many tight-in-time contracts to allow for timeconsuming repairs. :roll: )
The wiki page is right, the Imperial Courier v.2 cannot have military shield enhancement. However, I had originally flown v.1, which could have the equipment, and in my case was fully kitted out. When v.2 came out, I just changed the name in my save-file, and thereby adjusted the ship's stats (like speed etc.) to the new shipdata. I overlooked the equipment at the time, so the "old" shield enhancement is still in the "new" ship, even if I couldn't re-fit it if I would sell it. Therefore my ship is now a hybrid between the old and the new version. That's why I added "(modified)" behind the ship's name in personalities.oxp. :wink:

Let's just say that when GalCop ordered all IC pilots to bring their ships to a dry dock in order to tune it down according to new regulations, I bribed the manager to leave the shield enhancement in. :D

However, the documentation was indeed wrong for a long time in claiming that the ship could not fit a fuel scoop (which would've made it rather useless as a bounty hunter and privateer). According to its shipdata it always could, and comes in fact pre-fitted with a fuel scoop already.