Basically this mod will just adjust the units and gameplay of FoC to make it more canon to Star Wars lore. At the moment it will only be space. This means all ships will be rescaled and the amounts and types of weapons will be increased in order to try and bring them to spec. This is not meant to balance the game, but to make it more "realistic". There will be no fancy new ships or stunning new graphics (yet), just a difference in gameplay that will hopefully mimic the style and action of the films.

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The resizing of many of the units in the game has caused targeting issues for a few units in space and land combat.

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After going through the game seversl times I have noticed several instances where certain units (mostly space) display a certain...ability to avoid fire, mostly from missiles and torpedoes. I was curious as to how many of you have had these issues and more specifically where they exist. I am also open to any suggestions to solve this issue without resizing the units. If there is a way to adjust the collision box please let me know.

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obliterator789
obliterator789 - - 1,052 comments

I believe that all the units in the mod are too small, they're really hard to see, especially for people playing on higher resolutions. I suggest scaling all your ships up in scale, so they would all be the correct size in terms of canon compared to each other, but would be much easier to see (and for super tiny tiny corvettes that move so fast, alot easier to right click on them instead of the space besides them - which is VERY annoying)

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p*a*t*t*o*n Author
p*a*t*t*o*n - - 690 comments

the unit scaling is a feature of the mod, in order to make everything nice and big for everyone an still keep canon scale the larger units (like the ssd and capitals) would take up too much room for the game to be playable. the smaller enemy units are supposed to be difficult to click on because small, fast targets are difficult to see and track. this is how that is reflected in this mod.
what i dont want is ships that magically avoid every torpedo and missile fired at them. that is the issue i want to fix. maybe in the next update i will try to fix the corvettes

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Loganw1
Loganw1 - - 406 comments

I have seen the missing torpedo effect and it is quite annoying, I believe I mostly saw it when I placed a new hardpoint on the root bone of the Nebulon-B (for tractor beam.) The problem is due to the collision the hardpoint is using, stock hardpoints use a collision box attached to a bone, this bone is then referenced in the hardpoint's XML coding to be used for collision detection. If you set a bone with no collision box attached as the collision for a hardpoint then torpedoes and other missiles may miss the exact point repeatedly (whereas a large box for collision ensures proper collision detection.)

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p*a*t*t*o*n Author
p*a*t*t*o*n - - 690 comments

is there a way to adjust the collision box? outside of altering the model itself?

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Loganw1
Loganw1 - - 406 comments

If the model lacks individual hardpoint collision boxes, I think it can work if the collision bone is inside of the overall collision box for the model, altho I am not entirely sure of that. The case with the Nebulon was using a bone for collision, a bone that was outside of the model's collision box.
If you can make individual collision boxes for hardpoints I would strongly recommend it, this can be done if you import the model into 3ds max, then create a box and apply a certain shader to it (directx, with the specific shader being found in the gamedata/mods/source/data/art/shaders folder, with the name meshcollision.fx), then export (exporting may cause problems with the power to shield effects randomly not appearing however, make sure to keep backups.)

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p*a*t*t*o*n Author
p*a*t*t*o*n - - 690 comments

unfortunately i dont have access to 3dsmax or any modeling program capable of editing alo files. i do think the hardpoints i have marked have been inside the collision box for the model, though but there is still the targeting issue

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