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Red Harvest
02-17-2005, 05:43
I remember that when the game first came out many folks commented on the rather flat trajectory of arrows. I think I now understand the cause. While the ranges are pre-set in the unit file, the projectile velocity is set independently in the descr_projectile_new.txt file. As best I can tell, the program uses a simple range calculation (it could be more complex but I don't see the values available to make it so.) The 48 m/sec speed of both short and long range arrows works out to between 15 and 16 degree angle at 120 meter range with a vertical rise of 8-9 meters if my assumptions are correct. At 170 this would be 23 degrees with a vertical rise of about 18 meters.

At any rate, if you want to make the firing arc steeper, you can adjust the velocity down somewhat. 41 m/sec looks like the minimum at 170 meter range. Less than that and their range will fall short of the specification if my calcs are accurate.

Haven't tested this fully for verification, but I have seen some of this effect with javelins so I wanted to post about it before I forgot.

The Stranger
02-17-2005, 16:05
oke quit the techical talk, and explain in human lanquage.

Kraxis
02-17-2005, 17:19
Ok...

Pointsy wood fired from bents wood doesn't go as far up as mes wants. Pointsy wood is toos fast. Slow it down. Now pointsy wood will go up farther. Now wes alls bes happy. ~D :vulcan:

drone
02-17-2005, 17:28
So this means that if you wanted to extend the range beyond that mentioned in your Missile Attack Index thread, you would need to increase the velocity? Not saying that I want to do that, but....

Can't check now (they won't let me install R:TW on my work machine ~D ), but this brings up a couple of interesting questions:

Has anyone verified exactly how CA fixed the FF issue? Modding a weapon to use a flatter trajectory should (realistically) increase the chance of FF on units in front of the firing unit or target.

What effect will changing the trajectory have on siege battles (over the wall shots and "dead zones")?

Is there any kind of "mass" rating for projectiles? If there is, is this (with velocity) used to compute how far the victim gets flung backwards?

Red Harvest
02-17-2005, 17:33
The key part for me is that the longer range arrows and shorter range bowmen types share the same arrow speed. This results in an equally flat trajectory for both of them. If one wanted, one could copy the arrow type (renaming it), modify speed AND range, and issue bowmen the newly named arrow with a lower speed and higher arc. Two slightly different arrow speeds could be used to differentiate the two different range arrow unit types in the game. (The same could be done for the two slinger unit ranges.)

What are the practical implications? Higher arc should allow firing over wooden walls more easily. It also should allow firing over the heads of your own troops more easily. This would have had greater implications prior to the 1.2 patch fix for friendly fire.

The drawback of a copy/rename is that it eliminates the flaming arrow ability. To some of us that is actually a plus...but for some it is a drawback.

P.S. I tried my copy and rename "arrow2" mod for elephant archers. Unfortunately that still did not resolve their horse archer bug.

Red Harvest
02-17-2005, 17:37
drone,

Our posts crossed in the ether. ~D You have hit on exactly the sort of differences that I suspect will be relevant. ~;)