I'd like to ask if someone can explain me, why the weapon rotation (or at least rotation of weapon view and rotation at which projectile starts flying) is always a multiplicity of 4 RUU ?
The weapon view seem to always rotate by 4 RUU (no smaller change possible).
he smallest possible difference between two projectile paths is also 4 RUU - if using the spread function, although it generates rotation differences of single RUU units, the resulting projectile pattern is one hole each 4 RUU - no smaller difference between two bullets possible (at least tank shells).
Also the added pitch value to tank gun takes effect only after each whole 4 RUU. Projectile impact point for 1, 2 and 3 units of added pitch is the same, and only 4 moves it up (by 4 units at once) and again 5,6 and 7 no difference, only 8 moves up by 4 units.
Why this 4 RUU resolution or "granulation" - is this determined by RO code or is it somwhere higher in Unreal classes ?
Thanks in advance.
The weapon view seem to always rotate by 4 RUU (no smaller change possible).
he smallest possible difference between two projectile paths is also 4 RUU - if using the spread function, although it generates rotation differences of single RUU units, the resulting projectile pattern is one hole each 4 RUU - no smaller difference between two bullets possible (at least tank shells).
Also the added pitch value to tank gun takes effect only after each whole 4 RUU. Projectile impact point for 1, 2 and 3 units of added pitch is the same, and only 4 moves it up (by 4 units at once) and again 5,6 and 7 no difference, only 8 moves up by 4 units.
Why this 4 RUU resolution or "granulation" - is this determined by RO code or is it somwhere higher in Unreal classes ?
Thanks in advance.