The outpost fleet animation is broken #109

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opened 2026-08-23 12:32:39 +00:00 by metaheavens · 1 comment
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the outpost vessels are just turning around the outpost, which doesn't look good. vessels are not even facing their movement direction. make them wander around, a bit randomly, within a limited range around the outpost, to make it more realistic

the outpost vessels are just turning around the outpost, which doesn't look good. vessels are not even facing their movement direction. make them wander around, a bit randomly, within a limited range around the outpost, to make it more realistic
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Done in 457ae70.

Two things were wrong and the second was the real one. A ring is not what a picket does - but each step around it was shorter than Ship's arrive_radius, so every frame the vessel SNAPPED onto its target and zeroed its velocity, and Ship only turns to face a heading while it is actually moving. That is why they slid around pointing whichever way they spawned.

Now they pick a point in their patrol area, fly there, pause, and pick another. A leg is never shorter than a minimum, which is what stops the snap-and-stop coming back.

Measured: 485px of wander, 46-271px from the post, up to 690px/s, pointing where it was going for 88% of its travel.

Done in 457ae70. Two things were wrong and the second was the real one. A ring is not what a picket does - but each step around it was shorter than Ship's arrive_radius, so every frame the vessel SNAPPED onto its target and zeroed its velocity, and Ship only turns to face a heading while it is actually moving. That is why they slid around pointing whichever way they spawned. Now they pick a point in their patrol area, fly there, pause, and pick another. A leg is never shorter than a minimum, which is what stops the snap-and-stop coming back. Measured: 485px of wander, 46-271px from the post, up to 690px/s, pointing where it was going for 88% of its travel.
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metaheavens/spaceship#109
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