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Post Posted: 23 Aug 2011, 22:47
Post Posted: 23 Aug 2011, 23:01
Post Posted: 24 Aug 2011, 00:14
Dozey wrote:I am releasing for now short trailer ;ppp. Official full trailer will be released near the finish of mod work.Check the first post (re-edited)
Post Posted: 24 Aug 2011, 01:25
salsaSkaarj wrote:Just had a look at the trailer. It has a nice mood but ... before you release the official full trailer (actually, while making it) and certainly before releasing the finished mod, have a native English speaker proofread all the messages. It's sometimes overlooked (Forgotten, Xenome:First Day) and does reduce the quality of the final product (as in the demo trailer).
Post Posted: 24 Aug 2011, 01:27
Post Posted: 24 Aug 2011, 01:37
Waffnuffly wrote:I think he means Xephon. Those were pretty bad before the patch.To many X-titled packs!
Post Posted: 24 Aug 2011, 08:19
Dozey wrote:I would show some people that project is fine and I don't let it as they though. This is the most important. Second - I am releasing for now short trailer ;ppp.
Post Posted: 24 Aug 2011, 08:24
Waffnuffly wrote:I think he means Xephon. Those were pretty bad before the patch.
Post Posted: 24 Aug 2011, 11:36
Post Posted: 24 Aug 2011, 12:27
Post Posted: 24 Aug 2011, 18:27
makemeunreal wrote:You has a downloadable trainer?
Post Posted: 26 Aug 2011, 22:03
Post Posted: 26 Aug 2011, 22:54
Post Posted: 27 Aug 2011, 01:27
integration wrote:Are you still supposed to have ground under your feet from time to time? You have great visions, but watch out that you don't plan too much. Entering and leaving an Aircraft wasn't even implemented in ONP. Do these Skaarj Gunners have homing missiles or how should they take down the AirCraft?
Post Posted: 27 Aug 2011, 08:07
Code: Select all
In the following for vectors x I use the notation x² = x dot xlet y (vector) be the target's speedlet z (vector) be the vector from shooter to targetlet v (float) be the projectile's speedlet t (float) be the unknown time until the impactlet x (vector) be the unknown normed (x²=1) shooting directionThen we have: t*v*x = t*y + zThus the square of the length of both sides must be the same(t*v*x) dot (t*v*x) = (t*y + z) dot (t*y + z)t²*v² = t²*y² + 2*t*(y dot z) + z²t²*(v²-y²) - 2*t*(y dot z) = z²This is a quadratic equation in tWith a = v² - y², b = y dot z, c = z² we havea*t² - 2*b*t = c or rearrangeda*(t - b/a)² - b²/a = c(t- b/a)² = (c*a + b²)/a² , now take the roott - b/a = +/- sqrt(c*a + b²)/at = [b +/- sqrt(c*a + b²)]/aSo if d := b*b + c*a > 0 we get the 2 solutionst = ( b + sqrt(d) )/a and t = ( b - sqrt(d) )/a Use the one with t > 0 and t as small as possibleIn the case a > 0 (projectile faster than target) it should be t = ( b + sqrt(d) )/a The unknown shooting direction x is Normal(t*y + z)
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