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Ever fixing the Raptor turn Axis?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited December 2011 in Klingon Discussion
This was brought up awhile ago and I thought it was something that Cryptic was looking to fix. As we all know probably the biggest problem with the Raptor is that its turn axis is at the rear of the ship instead of the middle. As far as I know it is the only ship in the game that suffers from this miserable handicap. Sure would be nice to hear some kind of update as to what, if anything, is being done. Thanks!
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    MajorFury wrote: »
    This was brought up awhile ago and I thought it was something that Cryptic was looking to fix. As we all know probably the biggest problem with the Raptor is that its turn axis is at the rear of the ship instead of the middle. As far as I know it is the only ship in the game that suffers from this miserable handicap. Sure would be nice to hear some kind of update as to what, if anything, is being done. Thanks!

    Does make it rather a pain in combat and dog fighting. Doesn't it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Yea getting out turned by every other escort in the game is never fun lol. But not only that it just "flies" so awkwardly and I've flown one forever.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    MajorFury wrote: »
    Yea getting out turned by every other escort in the game is never fun lol. But not only that it just "flies" so awkwardly and I've flown one forever.

    Oh, I fully agree about that. I loved how my Qin looked, but couldn't stand the pivot point so far back. It felt like flying a dragster among sports cars.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Still waiting on this myself. A dev said months ago that they were fixing it...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I probably should have posted in the General Forum area.....don't think we get many visitors here......
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    MajorFury wrote: »
    I probably should have posted in the General Forum area.....don't think we get many visitors here......

    well, duh... It *is* the KDF forum... I don't even know what *I* was doing here to begin with... :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Its nose turns so slow as to qaulify this Raptor as a Battle cruiser.
    It would be bad in a dogfight if it packed more punch to make up for its inability to actually dogfight.

    Where we expected a Warthog for ariel high-turning dogfighting combat we got a SR71 Blackbird instead. Both excellent planes just not suited to the same purpose.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    MajorFury wrote: »
    I probably should have posted in the General Forum area.....don't think we get many visitors here......

    People tried that before.
    Stuff just gets moved to the KD forums without any comment.
    When we ask why the answer is usually that it only concerns a specific part of the playerbase.
    That's also why stuff that only affects the Federation side is okay to post in the general threads while ours gets moved...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    mister_dee wrote:
    People tried that before.
    Stuff just gets moved to the KD forums without any comment.
    When we ask why the answer is usually that it only concerns a specific part of the playerbase.
    That's also why stuff that only affects the Federation side is okay to post in the general threads while ours gets moved...

    18% bias?????
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I am really curious about WHY the turn axis on the Raptor is all the way at the back of the ship though? Someone please correct me if I'm wrong but to my knowledge it is the ONLY ship that behaves this way. There is a part of me that thinks it isn't intentional but rather a "Bug". Not sure if that is the correct word to use but maybe rather human error in the coding? At this point I would really just appreciate some kind of answer. I mean we are coming up on 2 years now and nothing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Possibly becuase the "nacelles" are so far back and the neck/bridge so far forward so the game assumes the nacelles is the center of the body as oppossed to somewhere in the neck?

    if STO had yaw/Pitch it wouldn't be so bad as one could roll through tight turns.....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Roach wrote: »
    Possibly becuase the "nacelles" are so far back and the neck/bridge so far forward so the game assumes the nacelles is the center of the body as oppossed to somewhere in the neck?

    if STO had yaw/Pitch it wouldn't be so bad as one could roll through tight turns.....


    I dont know about that though Roach tbh. Even on a KDF Cruiser which is fairly elongated the axis point seems to be more in the center of the ship dont you think?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    IIRC, whomever designed the ship originally made a mistake. Logan, I think, was going to get around to fixing it (putting the pivot point more toward the center) but never has. I guess he was too busy getting all the other C-store ships ready for the game and the Qin wound up on the very back burner (or maybe fell behind the stove).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    was really hoping the release of the +1 raptors would also introduce this fix, but of course it was missed again. seems like all the raptors have this problem, and battle cruisers i think, but its not such a big deal with them

    where the pivot point is does make sense in a way, on klingon ships their impulse engines are on the very back of the ship, were their pivot point is. federation ships have their impulse engines in their middle, and as a result have their pivot point there.

    id call that working as intended if it didn't create such a dog fighting disadvantage to the raptor. maybe if their base turn rate was buffed a point or 2 and they got a bonus to reverse speed? that could make up for their disadvantage, without turning them into fed ship clones.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    was really hoping the release of the +1 raptors would also introduce this fix, but of course it was missed again. seems like all the raptors have this problem, and battle cruisers i think, but its not such a big deal with them

    where the pivot point is does make sense in a way, on klingon ships their impulse engines are on the very back of the ship, were their pivot point is. federation ships have their impulse engines in their middle, and as a result have their pivot point there.

    id call that working as intended if it didn't create such a dog fighting disadvantage to the raptor. maybe if their base turn rate was buffed a point or 2 and they got a bonus to reverse speed? that could make up for their disadvantage, without turning them into fed ship clones.

    Eh, I don't know. It's not consistent with any of the other ships. they all seem to have their pivot points much closer to center. The Vor'cha doesn't seem to have a pivot point way back that I've noticed. All the ships should be relatively similar and have their pivot points between the 1/2 and 3/5 point I'd say.

    The variance of the ships should be their turn *rate*, not their turn *point*.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    The placement of the imoulse engines can't affect the center of mass on a ship.
    In addition would this mot mean the Defiant should turn like a Raptor too?
    Her impulse engines are also at the rear, even more so than the Raptor's.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Nah, they just don't want to fix it because of their fear of all the die hard feds screaming bloody murder as raptors easily kill off their escorts, oh wait I already do that, nvm. It would be nice not to have to toss it in reverse all the time to shoot stuff though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    the raptor has great big impulse engines, and not a lot of evidence of maneuvering thrusters. it does have what could be rudders of a sort sticking out of the engines, which could be responsible for a lot of the ships actual maneuvering, and the reason why it pivots back there.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Or it's a mistake and needs to be fixed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    the raptor has great big impulse engines, and not a lot of evidence of maneuvering thrusters.

    Ebsence of evidence is no evidence of absence.
    I'm not sure whether thrusters on Klingon ships are actually visible on any ship model yet episoes like "Soldiers of the Empire" clearly state they exist.
    Worf: "Bow thrusters ahead one half."
    it does have what could be rudders of a sort sticking out of the engines, which could be responsible for a lot of the ships actual maneuvering, and the reason why it pivots back there.

    Impulse engines are usually vectorised that is not something unique to the Raptors.
    The TNG Technical Manual for example states that in seperated mode, since the center of mass of the stardirve section is in a different location, the impulse engine is directed a few degrees off the axis it's normally directed.
    We also know from "Relics" what an impulse engine can be reversed (however that is supposed to work) and last not least, this is what the Defiant's impulse engine looks like inside:

    http://movies.trekcore.com/gallery/albums/firstcontacthd/firstcontacthd0214.jpg

    that's also a vectorised engine.

    In addition, physics are clear: center of mass is center of mass, no matter where you put the engine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    mister_dee wrote:
    Ebsence of evidence is no evidence of absence.
    I'm not sure whether thrusters on Klingon ships are actually visible on any ship model yet episoes like "Soldiers of the Empire" clearly state they exist.
    Worf: "Bow thrusters ahead one half."



    Impulse engines are usually vectorised that is not something unique to the Raptors.
    The TNG Technical Manual for example states that in seperated mode, since the center of mass of the stardirve section is in a different location, the impulse engine is directed a few degrees off the axis it's normally directed.
    We also know from "Relics" what an impulse engine can be reversed (however that is supposed to work) and last not least, this is what the Defiant's impulse engine looks like inside:

    http://movies.trekcore.com/gallery/albums/firstcontacthd/firstcontacthd0214.jpg

    that's also a vectorised engine.

    in addition, physics are clear: center of mass is center of mass, no matter where you put the engine.


    i wasn't advocating for the way it is now, i was just trying to come up with an explanation for it. actually fixing the pivot point would proboly require a decompile of the ship model(s) and lots of details like hard points may need to be rebuilt. not sure, been quite a wile since i dealt with importing game models and working on them. i just don't see it ever getting fixed if its that much work, that's why i put out ideas for bandaids.

    its center of mass is proboly in the most rear third of the ship, so if its maneuvering at speed it seems to me like it should handle more like a rear wheal drive car that's prone to oversteer, kind of like the vorcha maneuvers. at least then its nose, and cannons, would be easier to point.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    MajorFury wrote: »
    This was brought up awhile ago and I thought it was something that Cryptic was looking to fix. As we all know probably the biggest problem with the Raptor is that its turn axis is at the rear of the ship instead of the middle. As far as I know it is the only ship in the game that suffers from this miserable handicap. Sure would be nice to hear some kind of update as to what, if anything, is being done. Thanks!


    They did they called it the Jem'Hadar Escort. :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    MajorFury wrote: »
    I am really curious about WHY the turn axis on the Raptor is all the way at the back of the ship though? Someone please correct me if I'm wrong but to my knowledge it is the ONLY ship that behaves this way. There is a part of me that thinks it isn't intentional but rather a "Bug". Not sure if that is the correct word to use but maybe rather human error in the coding? At this point I would really just appreciate some kind of answer. I mean we are coming up on 2 years now and nothing.

    Actually every ship has this hence why ships turn better in reverse than forward. KDF ships are more of a triangular geometry where as Fed ships are more circular or ovoid.

    I actually think the math used to calculate turn rates is like "Fuzzy" math. I do not know if its the specific code cryptic uses but all ships should have the same axis with the turn rate measured at the farthest point from the turn axis. The raptor turns somewhere between a FE and a Vorcha and is useless against defiants and MVAM in a dog fight.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Actually every ship has this hence why ships turn better in reverse than forward. KDF ships are more of a triangular geometry where as Fed ships are more circular or ovoid.

    I actually think the math used to calculate turn rates is like "Fuzzy" math. I do not know if its the specific code cryptic uses but all ships should have the same axis with the turn rate measured at the farthest point from the turn axis. The raptor turns somewhere between a FE and a Vorcha and is useless against defiants and MVAM in a dog fight.

    No, the Qin raptor turns like *no other ship* that I've tried. I can't even fly it because it's so annoying to watch it turn. Every other ship in the game feels like a 'water craft' of some kind - whether a battleship, cruiser, or even PT boat (the BoPs). Real ships have a rudder at the rear of the ship, yet their 'pivot points' are usually near midships. The Qin (especially) feels like a rear engine dragster because I'd imagine they turn exactly the same way just from their looks (the front wheels are way at the front and the rear wheels, which would be their pivot point, are at the extreme rear).

    Logan did mention he was going to adjust things, but as I mentioned earlier, I'm thinking it was a low priority fix that got forgotten with all the new C-store ships he was working on. It needs to be fixed though, because the ship is terrible currently (even though I love how it looks otherwise).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    The Qin like other ships in this game has a specific role. It is drag car ment to really go in a straight line and bring pain. It is not a defiant, but it can pick and choose it moments just like a defiant and is every bit as deadly until you ask it to move.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    The Qin like other ships in this game has a specific role. It is drag car ment to really go in a straight line and bring pain. It is not a defiant, but it can pick and choose it moments just like a defiant and is every bit as deadly until you ask it to move.

    Sorry, doesn't wash. If that were the case, it'd have a low turn radius like carriers and cruisers.

    Until Logan says the pivot point is where it's supposed to be, I'm still considering it a bug he was going to look at as he said.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    well till it's fixed here's some advice on how to deal with the fed escorts, especially the defiants: they will almost always loop around behind you since you can't turn anywhere near as good, when they do toss it in reverse and TRIBBLE em from behind with all your tac powers as they zip past ya, they will generally pop in seconds. just remember you don't always have to go forward, sure you lose defense but if your target is dead that's a moot point. :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I'm sure a good number of guys here have done that ...oh I dunno.....a few thousand times. Still does not address the issue of the ship having a broken turn axis, they statement that they were going to address it, and the worse part......actually following up on what they said.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Destinii wrote:
    Sorry, doesn't wash. If that were the case, it'd have a low turn radius like carriers and cruisers.

    Until Logan says the pivot point is where it's supposed to be, I'm still considering it a bug he was going to look at as he said.


    I agree but you have to the best you can with a bad turning ship. On a side note the raptor really isn't an escort I think it was meant to be more of a frigate. Take more pounding and dish out a pounding. It was cool the raptor turned like TRIBBLE when the KDF had the BoP that could turn better than all ships but MVAM disrupted that advantage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    You know, I'm not convinced this is a real issue.

    As far as I'm aware, STO does not derive turn rate from things like center of mass and power, etc. it is simply a given statistic like shield strength. It can be modified by things like consoles and engine speed, but geometry is not one of them.

    This means it doesn't actually take longer for a raptor to turn than a fed escort. They have the same turn rate, therefore they cover the same angular distance in the same time period. It doesn't matter how long the clock's minute hand is, it still takes an hour to turn completely around.

    Now with that said, it definitely is more awkward to fly a raptor because of the pivot point, but I have never noticed any actual disadvantage.
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