mevitar

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> RecoilForce= works. I assume it's a value between 0 to 1, since anything above 1 doesn't seem to give any effect (1, 50 and 500 had the same result)....

I've been testing the jumpjet facing fix for a while now, and this time, i found no issues. Also not sure what the changes around OmniFire=yes are supposed to be,...

Got a seemingly random crash in the 2nd build (not this newest one). Didn't get it before, and can't get it again. EIP is 00000000 so don't even know if...

Newest build, and i'm not sure removing weight was a good idea. It seems extremely difficult now to make voxels recoil only a little bit, and I don't really see...

RecoilForce scaling is much better now. > On higher values expected tilt direction is exact opposite of firing direction. I couldn't reproduce such behavior myself. Does that voxel have a...

What happened? Why was this closed? I thought it was completed and just needed to be merged.

> * I've been doing fluid mechanics these years and I'm no longer familiar with solid mechanics. Sure, it won't take long to revise a bit rigid body dynamics but...

Appears to work fine (even tried it for Trajectory=Straight projectiles), except for a case where a jumpjet without a turret and with OmniFire=no retargeted its burst fire into a landed...

I know you said that it was designed for regular missiles, but it also appears to works fine for Trajectory=Straight (also tried with Arcing=yes, and it doesn't work there at...

I found a potential issue with spawners on the Sept 22nd build, but can't test it if it still happens later because the newer build didn't build properly.