Precise Max Escape Angle bug

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Revision as of 22 June 2019 at 01:09.
This is the thread's initial revision.

Precise Max Escape Angle bug

After experimenting nearly the same set of attributes but having much worse performance than DrussGT's gun, I begun reading code of DrussGT.

Now with getSmoothedEndPoints/getStraightEndPoints, it seems that the enemy location is overridden by initial location each tick in the simulation loop, so the simulated enemy is actually not moving at all.

So instead of using Precise Max Escape Angles from all three styles, DrussGT is actually using getDirectEndPoints solely.

These answers why cutting angles outside of PMEA improves performance, which contradicts to that no angles should exist beyond PMEA.

Be warned, these might be Performance Improving Bug, but fixing the names helps the community to move even further in targeting strategies.

    Xor (talk)02:09, 22 June 2019