change = (baseTurn* rate); // constant rate so we can use a normal mult
if(change < FRACTCONST(1,1))
change = FRACTCONST(1,1); // HACK to solve issue of when framerate so high
} // that integer angle to turn per frame is less than 1
The Noid wrote:Yeah, but the faster PC's become, the more noticeable it gets. Eventually all units will turn on the spot...
How is this handled in multiplayer? Does the turning rate of your vehicles depend on the speed of the PC of the game-starter? Or on the speed of the "slowest" player's?
How difficult would it be to change the direction-angle to a float?
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The Noid wrote:I figured I'd just give it a shot, and, as my first attempt at C, change the direction to FRACT. And it seems it worked. Units turn at the correct speed, regardless of the gamespeed. VTOL's land beautifully. Saving and loading works, loading old savegames doesn't work at the moment as I haven't looked into that yet. I guess I'll have to define a new savegame version.
I haven't tested multiplayer, only Skirmish.
Patch to SVN attached.
DevUrandom wrote:Yes, that one is missing.
You can increase the chance for a quick inclusion greatly if you use floats instead of FRACTs, since they were only used for the float-less PlayStation and are going to be removed.