Open clyfordv opened 2 months ago
The original motive was not even to make transports drop faster, but to untangle drop time from transport LiftFactor
and K factors, given that:
If [1] has been fixed (through an engine patch?) I could see quick drop no longer being necessary, but as long as it remains [2] is going to apply.
I didn't see a huge need for the addition of this delay, but it was raised as an issue on the discord (not a majority opinion, perhaps) so I figured I'd bang it out.
(And a minor point, but the visuals of the transports taking a moment to level out are much better, which means we could undo the bank factor changes that came with the original QuickDrop because dropping at a steep bank looked rather jarring.)
When I was logging the tick timings I noticed that it drops without having to abort navigation when arriving to the drop location from a lower surface height (e.g. from water/land onto a cliff/plateau), and it does abort navigation when arriving to the drop location from an equal surface height. So while it isn't a perfect balance knob because it doesn't handle cliff drops, it can be useful to make normal drops faster or slower.
With these changes
https://github.com/FAForever/fa/assets/15778155/664a83d7-a23f-4123-92af-452d399d1caf
Without the quick drop feature
https://github.com/FAForever/fa/assets/15778155/96d337da-0484-4ac9-bab4-5768b05a2b86
There's not much difference in my opinion. Of course some maps have rather extreme cliffs, but there's a limit to what we can (not) support.
Saw enough talk both ways that I'd figured I'd bang this out as an option. Adds a minimum time for QuickDrop to fire.
Reasons: