Difference between revisions of "Talk:Horizon/Version History"

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(reply)
(Yeah, I know about those)
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As far as the first, it shouldn't be hard to adjust the code to expire the cache when new data becomes avaliable. About the second point: The wisdom I hear around the place is that 'precise predicted MEA' is good for targeting but bad for movement. Bad for movement because it makes your stats less consistant with how most enemy guns would see you. --[[User:Rednaxela|Rednaxela]] 02:51, 2 October 2009 (UTC)
 
As far as the first, it shouldn't be hard to adjust the code to expire the cache when new data becomes avaliable. About the second point: The wisdom I hear around the place is that 'precise predicted MEA' is good for targeting but bad for movement. Bad for movement because it makes your stats less consistant with how most enemy guns would see you. --[[User:Rednaxela|Rednaxela]] 02:51, 2 October 2009 (UTC)
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: For the second change, if you read the updates after 1.1.1, you'll see that I immediately rolled back the precise predicted MEAs in the movement. As for the first change, I doubted that it would make much of a difference, but I didn't think of the Musashi trick problem. I'll look into recalculating the caches of the GF arrays when I log a hit / bullet hit bullet. I need to do some refactoring with the caching code, anyway. « [[User:AaronR|AaronR]] « [[User talk:AaronR|Talk]] « 07:08, 2 October 2009 (UTC)

Revision as of 08:08, 2 October 2009

May be it is too late, but in 1.1.1, following updates:

  • In the movement, GF arrays are now cached with each wave so that they don't have to be recalculated every tick. (Technically, this means that the bot doesn't consider data obtained since the wave was fired, but that shouldn't make much of a difference.)
  • Changed the movement to use precise predicted max escape angles for GF -> bearing offset calculations, like the gun.

will make your movement worse.

The first one, I used to do that too, but says start of the match and you orbit the enemy at full speed (Musashi trick) and you get hit, if you update danger for every wave than it would surf the other way immediately, but if you cache the danger, then you will continue being hit for at least 2-3 time more.

The second one, well, I think you should look at oldwiki:MaxEscapeAngle for more information.--Nat Pavasant 02:44, 2 October 2009 (UTC)

As far as the first, it shouldn't be hard to adjust the code to expire the cache when new data becomes avaliable. About the second point: The wisdom I hear around the place is that 'precise predicted MEA' is good for targeting but bad for movement. Bad for movement because it makes your stats less consistant with how most enemy guns would see you. --Rednaxela 02:51, 2 October 2009 (UTC)

For the second change, if you read the updates after 1.1.1, you'll see that I immediately rolled back the precise predicted MEAs in the movement. As for the first change, I doubted that it would make much of a difference, but I didn't think of the Musashi trick problem. I'll look into recalculating the caches of the GF arrays when I log a hit / bullet hit bullet. I need to do some refactoring with the caching code, anyway. « AaronR « Talk « 07:08, 2 October 2009 (UTC)