Hitbox redesign
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the shape of SU-27 is more like a triangle, so the real aim point should look like this
in fact, that is CG point (center of gravity)
this is my design hit box, notice it is wider than origin, it cover 1/3 of wing.
this is MIG-23 hitbox, why give the thin cockpit so much attention?
why dont we focus on the biggest part?
u can use LODedit to edit these data: choose plane, then click “normal” button, u will see these data.
these pic told u how to check the data:
after click “normal”click “1”
click edit lod
u can use “shift+mouse” to draw a line, help to find the aim point & CG.
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FYI, this is my data, e.g.
F-14B del 167, 0.1 0.5 1 4 8 12 ignore now 15 -23 ±14 3 -3 Xmax Xmin Ymax Ymin Zmax Zmin (0 ±10 0)(0 ±9.2 0.7)(-3 ±4.6 3.6)(0 0 2.5)slot data, fix load balance
sorry it looks mess, but it is good format in my file. just doesnt suit for HTMLname range x1000 hitbox #is origin value
A-10 8 12, 改小最大距离 R30 X 12 -15 Y ±14 Z 2 -3
A-50 0.5 1 1.5 3 6 10 15 X 35 -40 ±37 2 -7.4
#X 35 -9.9 Y Z
A-4 0.2 1 5 8 12 9 -13 ±8 1.6 -3.5
A-6 4896>4315, 11 -17 ±14 3.7 -4 rebalance
A-124 26>324, 0.5 1 2 5 10 20 R124 55 -55 ±68 8 -15
B-1B 12 15 20 R90 30 -60 ±29 3.5 -6.9
B-2 DEL 4632, 1 2 6 12 15 R88 13 -33 ±52 5 -7
#32 -15 ±46 3.6 -1.7
B-52H 1 2 3 6 12 20, del 326 R100 X Y Z 7 -6.8
C-130 10 12 15 R69 19 -21 ±35 1 -7.2
C-141 0.5 1 3 6 10 20
C-17 12 15 R111 37 -45 ±42 10 -12
#57 -4 ±54
CARGO CT582 ADD 437 10,3 10 20
CVN70 加入7353 7355 27, 距离 8 11 15 20, hitbox X 617 -433 Y 81 -190 Z 0 -68
CVN72 4653 7353 7355 27, 距离 8 11 15 20
CG-52 add 444 445, 5 10 15 20
DD963 same
DDG51 same
E-2C 0.2 0.6 1 6 10 15 R42 10 -23 ±22 2.5 -1017 -13 ±16
E-3 1 2 3 6 12 20 33 -33 ±33 6 -11
E-8C 10 15 R90 28 -47 ±35 6 -10
#37 -13 ±52
EA-6 11 -17 ±14 3.7 -4
EF-111 12 R41 14 -22 ±14 4 -2 add 3 slot(0 0 0)(-3.7 ±14.5 1.8)
EF-2K 235>7333 7334,0.6 1.5 3 6 10 R31 12 -14 ±10 2.4 -4
#22.8 -15 ±6
F-18C 0.2 1 2 5 8 12 R29 8 -18 ±11 2.5 -2.8 (-7 ±19 0.6)(* * 1.35)(* * 1.34)(* * 3)(* * 3)
#18 -21 ±3.6
F-18E 0.5 1 2 5 8 12, 第2个位置加入5544
F-22 删掉4331-4333, 0.5 1 1.5 3 6 10 R33 15 -27 ±12 4.5 -1.2
#30 -22 ±10
F-111F 12 R41 14 -22 ±14 4 -2 (-3.7 ±14.5 1.8)(0 0 0)(-3 ±9.7 1.8)
F-14B del 167, 0.1 0.5 1 4 8 12 15 -23 ±14 3 -3 (0 ±10 0)(0 ±9.2 0.7)(-3 ±4.6 3.6)(0 0 2.5)
F-15C 3115 3117 375, 0.1 1 1.5 3 6 8 12 13 -26 ±13 2.4 -2.4 rebalance
F-15E DEL 2982, 0.1 0.8 1.5 3 6 12 SAME AS F15C
#36 -28 ±21 ±10
F-16 del 7320,end 328 173 26, 0.1 0.2 1 3 6 10 R28 15 -17 ±7 2.5 -2.5
F-4E del 178 174, 0.5 1 3 6 12
F-4ESK 5927 5928 179 173 26,0.5 1 2 5 10 12 -23 ±10 2.8 -3
F-5E 0.1 0.5 1 5 10 12 -14 ±7 1.4 -2.5
FFG-7 426 427 3, 2.5 6 15
IL-28 10 15 7 -19 ±16 2.2 -3.1
IL-76 0.2 0.5 1.5 3 6 10 15 X Y Z 2 -7.4
IL-78 add 3133 3134, 1 2 6 15 SAME AS IL76
J-11 371>24 25, 0.5 1 2 3 6 12
J-7 0.5 1 2 3 6 10 R26 X 13 -20 ±6 Z
J-8 5031 5032 5034 171, 0.2 0.5 1 3 6 8 17 -26 ±8 2 -2.8
KA-6 ADD 4315 4316, 1 3 6 10 20 11 -17 ±14 3.7 -4
KC-10 1 2 8 12 15 R104 52 -40 ±39 11 -10
#100 -100 ±39 60 -18
KC-135 6358>6362, 2 5 10 15 20
MIG19 0.1 0.6 1.5 3 R22 X 15 -17 Y ±7.5 Z 2.2 -2.5
MIG21 0.2 0.6 1 2 6 8 12 R26 X 13.5 -16.5 Y ±5.8 Z 1.5 -3
MIG23 10 15 R30 X 11 -14 Y ±9 Z 3 -2.6
#R40 X 24 -20 Y ±6.5 Z 3.5 -2.3
MIG25 10 15 X 17 -26 Y ±13 Z 2.9 -4.5
MIG27 5981 3156 220 221 26 27, 0.5 1 3 6 8 12 SAME AS MIG23
MIG29 24>5301 0.1 1 2 6 10 15 R32 X 15 -18 Y ±10 Z 3 -3
OSA II MAX10
Q-5 0.1 0.5 1 3 6 10 X 13 -21 Y ±7 Z 2.4 -3.1
SR-71 15 20
SU-17 16 R36 X 11 -26 Y ±9 Z 2 -3
SU-25 16 R X 9 -12 Y ±12 Z 2.2 -4.4
R X 17.4 -20 Y ±7.4 Z 1.9 -4.5
SU-27 371 改 374, 0.2 1 2 6 8 12 R42 X 21 -22 Y ±15.8 Z 3 -2
#R48.5 X 31 -23 Y ±9.5 Z 3 -2
SU-30M 0.2 1.5 3 6 8 15 SAME AS SU-27
TANKER 4 437 10, 2 10 20
Tornado add 220 221,0.1 1 2 5 10 15 R30 X 12 -15 Y ±10 Z 3.4 -3.2
TU-16/N 15 R62 X 27 -28 Y ±20 Z 5.7 -2.7
TU-160 12 15 20 R96 X 41 -40 Y ±30 Z 7.5 -7.1
TU-22 12 15 R70 X 22 -46 Y ±20 Z
TU-95 12 15 20 R X 33 -44 Y ±33 Z 6 -4.8
#R 47 -23 ±48 19 -19ok here is the file
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all those are very nice… and discussed in the past and nothing more than u suggest can be done… The logic is good.
But let’s start from the beginning.
in this pic:
what does the radius mean and actually do in game? -
what does the radius mean and actually do in game?
before u tkoff, u can change loadout, this radius decide how big u see the plane.
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I think the radius is used to decide whether to calculate an intercept. That is, if an object (say bullet) falls within the radius, then the calculation will be made to decide if the bullet intercepts the hitbox.
I believe the radius is also used to decide where renders are culled.
@OP, because of the formatting, I cannot see exactly what you are trying to do. Are you trying to change the shape of the hitbox to something other than a rectangle, or merely changing the size of the hitbox?
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what format u r talking? u can’t see those pic?
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He is resizing the hitbox to fit better over the biggest area of the aircraft, over the wings. And used the triangle as an example that it would be better than a box. But iirc he just resize the rectangles.
Regards
F -
what format u r talking? u can’t see those pic?
Yes, the pictures I can see; however, the formatting of the numbers in Post #3 is confusing. Especially the Japanese characters.
Regarding focusing “on the biggest part:” IMO, some parts of aircraft are more vulnerable. E.g. engines, pilot, etc… With only a rectangle to define the box, it is difficult to include all that needs inclusion.
In your modified Mig-23 example, it appears you could kill the occupants and it would still happily fly along.
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In your modified Mig-23 example, it appears you could kill the occupants and it would still happily fly along.
of course not, if the game can ID different part (enging wing cockpit), why it use a single box to calculate damage?
only a box, u r shooting at a box, nth more!the origin MIG-23 hitbox cover whole cockpit & nose, so u must pay much attention to aim at a point near cockpit (versus if u aim at center of plane, u got lower hit chance! ).
i resize the box, so u should aim at the center of plane, not the cockpit. -
I think the radius is used to decide whether to calculate an intercept. That is, if an object (say bullet) falls within the radius, then the calculation will be made to decide if the bullet intercepts the hitbox.
I believe the radius is also used to decide where renders are culled.
That’s about what I remembered and why I asked in the first place, mostly hopping from a coder a clear answer.
So maybe if inside radius but outside box we have a damage and if inside box we have a kill?what about collisions? meaning an airplane with another airplane or an airplane with a building or a 3d object?
and the aspects of them…
the building will not get damaged or destroyed but the vehicle (airplane) will.
example runways. they are 3d but the airplane doesnt crash but u crash on the shelter.
what if I want the shelter not to crash but the airplane should crash or can I set values? meaning above x value it get destroyed below not.
also if I want the object not to get destroyed as I done with a bridge to pass under or with a shelter test I made it like invisible u could pass through the shelter but not crash. -
of course not, if the game can ID different part (enging wing cockpit), why it use a single box to calculate damage?
only a box, u r shooting at a box, nth more!I understand with a more complex system that breaking the box down into smaller discrete boxes would make for more realistic coverage; however, your modifications does not do that. You are limited by the current code.
the origin MIG-23 hitbox cover whole cockpit & nose, so u must pay much attention to aim at a point near cockpit (versus if u aim at center of plane, u got lower hit chance! ).
i resize the box, so u should aim at the center of plane, not the cockpit.Yes, but my point is that using your modification, you could send 100 rounds into the cockpit and not affect the plane at all. Whereas realistically you would either kill or severely cripple the pilot/co-pilot and cause the plane to abort if not crash.
Why do you believe that the hitbox forces you to aim at the center of the hitbox? My understanding is that if an object intersects the hitbox, that it is considered a hit.
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Hitbox is used for bullet hit
Radius is used for collisions and rendering
hitbox system should be improved by using several hitboxes
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Why do you believe that the hitbox forces you to aim at the center of the hitbox? My understanding is that if an object intersects the hitbox, that it is considered a hit.
of course the box is even everywhere, ur bullet does same damage on edge or center of box.
i m not talking about damage, i m talking about hit chance, possibility of kill. That is quite obviously u got much higher kill rate when u aim at center than aiming at edge.