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There are currently 37 users playing Freelancer on 44 servers.
May. 23, 2017

Browsing this Thread:   1 Anonymous Users



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SURs and targeting reticule
Starport Admin
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So this is partially aimed at Schmack, Skotty and adoxa.

We've been dealing with a fairly annoying problem where the targeting reticule of many of our ships is completely off. As far as we can tell, the reticule's aim point is determined as some kind of average of all vertices, but this causes many ships with concave shapes to have it outside the hull, causing a lot of undesirable misses.

I seem to remember that the SUR was responsible for providing the targeting point, so what I want to know is: can we edit the SUR to move this point? If so, can we do so directly, without regenerating the SUR?

Posted on: 2016/6/29 20:14
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: SURs and targeting reticule
Home away from home
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It would appear that changing the center of the root does affect the aim point; it also affects the docking point, though. I believe the point in question is always at offset 0x38 (after Root, !fxd, exts, surf).

Posted on: 2016/6/30 2:59
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Re: SURs and targeting reticule
Starport Admin
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That sounds simple enough that I might be able to get people onto it, thanks!

Posted on: 2016/6/30 4:51
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: SURs and targeting reticule
Just can't stay away
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Yes, that is correct. I also noticed a while ago, that automatic median is not always better. When I have time I'll add the option to choose between average and median center calculation. Also maybe a few things more.

Posted on: 2016/6/30 10:15
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Re: SURs and targeting reticule
Quite a regular
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had the same problem on some surs a few years ago... editing the center point via hexeditor solved it.

Posted on: 2016/6/30 10:17
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