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报告翻译问题
-Fixed that one tracked vehicle from SOFA
-Improved Airplane/Helicopter attack run accuracy now taken into account the aircraft's velocity, improving their attack run accuracy
-Also added a 8 seconds cooldown to airplane target sharing so the aircraft can stabilize their flight height before commit to another target, also to avoid crashes and being target for ground units.
Only a few minor issues.
- The missiles are so effective that they have a fairly good chance to hit their target despite flares. This has occurred even over pretty large distances. It seems that the only way to reliably evade a missile is to flare, then turn towards the missile and continuously barrel roll until it overshoots. At least this cuts both ways for the player and the bots, so it's consistent.
- Large and slow moving aircraft (like V+ Strategic Bombers) have a hard time dodging missiles, as their large hitbox means they often get struck by missiles regardless of countermeasure deployment.
Despite these problems, this is probably the best that HavenM homing missiles have ever been. Just a few small tweaks and it'll be perfect.
@PhantomBravo. I just Tweaked the Target seeking missile so the inaccuracy only kick in within 100m of the target after it flared.
Fixed Helicopter not hoovering properly.
Improved Helicopter and any other weapon Laser Guided accuracy .
I don't know how exactly you went about implementing the predictive missile behavior, but I think it is a possibility that when some missiles are launched, they are being erroneously told by the script that the target they are locked onto has recently used countermeasures, and so they behave accordingly. In reality, the target may have last deployed flares several seconds ago, and they should no longer be protected by those countermeasures.
I'm not sure if the lagginess of the gameplay is causing the missiles to malfunction like this, but if so, then this mod would need some optimization for lower end devices.
https://www.youtube.com/watch?v=8VbCvrEcUuw .
In the first part of the video, I am using missiles against an enemy aircraft, the missiles are just flying straight, despite the absence of countermeasures.
At the 0:52 mark, my aircraft gets locked on, and it seems that the missile that was launched overshoots me but stays locked on to my aircraft, resulting in an incessant missile warning sound despite it having already missed. This is shown by the missile indicator, which becomes colored green as the distance to the missile increases to the thousands of meters.
Changed target-seeking missile: when the target uses countermeasures, the missile will just move forward to its last tracking position, only pulled down slightly by gravity.
Added Laser Guided Missile to the list of weapons that make AI actors stop and fire (this one uses a point-target system, not a normal lock-on — I missed it before because I thought it was wire-guided).
Reworked helicopter hovering: if a heli is hovering above 80 m, it will now lower its height automatically.
Removed rocket-lobbing for helicopters (artillery already covers that role, and the heli wasn’t moving forward enough anyway).
Took helicopters out of the target-sharing system — now only mortars and airplanes can receive shared targets.
In the next update, I plan to remove that wobble. Once a target flares, the missile will fly straight immediately. This prevents stationary targets from dodging with flares alone—misses will only happen if they actually move.
The new system only predicts target movement if velocity is above 20 units. In vanilla Ravenfield, missiles always fly straight, and modder configs like spin, drift, or rolling don’t affect accuracy. HavenM’s system is different: by layering prediction on top of missile movement, those same effects now alter the path and can cause misses. This is intentional, similar to how lock-on weapons respect their configured range.
Overall, missiles don't feel consistent, nor do they even feel realistic. The slightest maneuvers from the enemy can wildly throw off the missile's targeting, and flares also feel pointless at times, not to mention their overall uselessness against helicopters, which greatly reduces their utility.
At least this is the case for air to air missiles. Air to ground and surface to air missiles are a bit better, but still have moments where they completely miss easy shots against predictable/slow moving targets.
A lot of the times, it seems like the missile will try to track the target but just barely miss at the last second and overshoot, even without the interference of flares. They are most reliable when the target is traveling roughly perpendicular to the missile's path with minimum deviation in velocity, and occasionally flares will not be effective.
I don't think the missile behavior works very well to be honest. The tweaks that were made in the last update do not seem to be very effective, as the missile still isn't very consistent.
For starters, missiles have a hard time hitting slow moving targets, such as helicopters. Often they will just veer off to the side. It's as if the missile is vastly overcompensating for just the slightest change in trajectory and then overshooting once the target is approached. It may be worth having the missile use the vanilla behavior when tracking helicopters.
I don't think it's going to help when my problem is not mentioned once in the description