Difference between revisions of "Thread:Talk:SegmentedData/Segments/Distance vs BFT?"

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When selecting segments (attributes), the first thing is often to add distance (bullet flight time). I’ve been using distance for my ancient guns, and then all my new guns uses BFT.  
 
When selecting segments (attributes), the first thing is often to add distance (bullet flight time). I’ve been using distance for my ancient guns, and then all my new guns uses BFT.  
  
I’ven been thinking the difference between the two for awhile, but I’m still lack experience about them.  
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I’ven been thinking the difference between the two for awhile, but I’m still lacking experience about them.  
  
 
IMO choice between distance and bft strongly affects the way gf guns scale with different distance and bullet power. Assume distance is the same, when bullet power reduced from 2.0 to 0.1, the mea decreased a lot, without bullet power segment the gun will then fire at some downscaled position. For movement that don’t react to bullet power and has some lateral velocity very different with time (e.g. Oscillator that runs at max speed and reverses once awhile), downscaling may decrease performance a lot. But for guns using BFT, without bullet power attribute, when the bullet power reduces to 0.1, the gun will think that it is the same as some shorter distance with 2.0 bullet power. Assume enemy movement is only relevant to time, then with bft attributes you scale correctly.  
 
IMO choice between distance and bft strongly affects the way gf guns scale with different distance and bullet power. Assume distance is the same, when bullet power reduced from 2.0 to 0.1, the mea decreased a lot, without bullet power segment the gun will then fire at some downscaled position. For movement that don’t react to bullet power and has some lateral velocity very different with time (e.g. Oscillator that runs at max speed and reverses once awhile), downscaling may decrease performance a lot. But for guns using BFT, without bullet power attribute, when the bullet power reduces to 0.1, the gun will think that it is the same as some shorter distance with 2.0 bullet power. Assume enemy movement is only relevant to time, then with bft attributes you scale correctly.  

Latest revision as of 18:10, 18 October 2017

When selecting segments (attributes), the first thing is often to add distance (bullet flight time). I’ve been using distance for my ancient guns, and then all my new guns uses BFT.

I’ven been thinking the difference between the two for awhile, but I’m still lacking experience about them.

IMO choice between distance and bft strongly affects the way gf guns scale with different distance and bullet power. Assume distance is the same, when bullet power reduced from 2.0 to 0.1, the mea decreased a lot, without bullet power segment the gun will then fire at some downscaled position. For movement that don’t react to bullet power and has some lateral velocity very different with time (e.g. Oscillator that runs at max speed and reverses once awhile), downscaling may decrease performance a lot. But for guns using BFT, without bullet power attribute, when the bullet power reduces to 0.1, the gun will think that it is the same as some shorter distance with 2.0 bullet power. Assume enemy movement is only relevant to time, then with bft attributes you scale correctly.

Anyway, I don’t know anything about that beyond principles. I never feel that the use of BFT strongly affects the selection of other attributes. But I’m not sure about that.

So my question is, have you experimented BFT vs distance? What difference did u notice? (behavior, or the selection of other attributes, etc.)