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@efrec efrec commented Nov 16, 2025

Work done

  • divided the cruise speceffect into separate subfunctions
    • launch/ascent
    • ground-avoidance
    • ground-following
  • using the cruise_max_height to provide a range of motion during the "following" stage
  • some smoothing to prevent instantaneous 90-degree turns
  • some performance gains from not checking extra conditions
  • bonus: works above water, now

The current target units are armsptk, legeshotgunmech, and whatever extra units.

It also removes the restriction on future units that their launch point roughly follows the same elevation as the weapon's cruise height to behave consistently.

There is almost no effect on current gameplay. Recluse missiles cruise between 15 and 20 elmos, and 5 elmos is a super-tiny distance. They behave effectively the same as before, except when heading at angles near 90 degrees toward a surface. The missiles do move both less often and more smoothly, which was enough improvement for me to consider finishing this PR. But in balance or mechanical terms, all this does is add a knob for the BLT to turn if they want to, probably later on, and probably on another unit.

This does have marginally better performance, but it only shows up for me in huge armsptk fights (400 v 400). Splitting this into three functions lightens the workload somewhat, especially during the ascent phase. On weapons with a high launch angle and a larger difference between the min and max heights, I'd assume this improvement is larger, but still not very noticeable. Cruise is one of our heavier weapon effects, so any little bit helps.

efrec added 3 commits November 16, 2025 00:59
This is either easier for you to read or harder and idk the difference anymore.
and still have pretty-legible code
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github-actions bot commented Nov 16, 2025

Test Results

14 tests  ±0   7 ✅ ±0   9s ⏱️ ±0s
 1 suites ±0   7 💤 ±0 
 1 files   ±0   0 ❌ ±0 

Results for commit 875fad7. ± Comparison against base commit 286c5da.

♻️ This comment has been updated with latest results.

which is far more graceful, e.g. no dodging around minor bumps
efrec added 3 commits November 18, 2025 21:00
Only noticeable on extreme incidence angles, but then it is extremely noticeable that a Recluse missile can turn any number of degrees in a single frame. This extends that remarkable turn rate over 5 frames, at least, which is something.
With this, a projectile can be launched from lower than its cruise height without activating whackadoo mode where it levels out with the ground and teleports into the sky somehow at the same time.

This also supports gunships or very tall units firing missiles with a cruise effect from above their cruise ceiling.
@efrec efrec changed the title Use the armsptk cruise_max_height customparam Use the cruise_max_height customparam, and other cruise improvments Nov 19, 2025
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2 participants