Next time before replying check twitter
They announced UE5 soon few hours before my comments even if we dont have an exact date
I'm tired of people talking when they're wrong
Do some research before posting , you just looklike the stupid guy above
Can you link this post?
Heisa you have improve the aimatgoal for the next version ? sorry for my english
Yes, look at older posts in this thread.
I know these questions have probably been asked but iv had a few wondering in my head.
1. How does v4 compare in terms of accuracy and ability to go for more crazy shots to current version.
2. How is the defense on v4 compare to current version, (iv noticed this version struggles to get to what i would assume be a easy save, there are so many opportunities where i try to rely on the tool to help guide me to the ball and it just wiffs on saves)
3. Are things like side wall reads, and psycos going to be more possible with the redirect mode?
4. One thing iv always wanted to try and have is the ability to setup double tabs from the tool, like being able to hard hit to backboard and then double it in, makes it harder to read and save at higher ranks. Will there be something like that in the coming future?
1. Older versions do not really have accurate logic to shoot, the new one will do to some extent.
We have to be realistic here, it is NOT frame perfect, but it gets us closer to accurate shooting and redirecting.
Since we are not automating everything, every error would mostly be on the user's side which the new Aerial Bot & the Aim At Goal - Redirect logic will try it's best to solve if the game physics allow it. The reason for that is the code will produce small errors 1-4% ( Combined ) to get the car in the perfect position given to us, the rest will come from the starting and final conditions, for example when you stop boosting. So the total error adds up. And we know that small variations in position, velocity, orientation and where the ball is, can result in drastically different outcomes.
But if your setup is good for an example - aerial training shots, it will score most goals accurately. Which the previous 3.9 versions will not.
The visuals I will be implementing will help the user to know when to initiate an aerial and get into that future position that will get us a redirect. And overall if an aerial is feasible at the current position, speed, orientation.
2. Much better due incorporating a faster aerial trajectory, older v3.9 logic simply oriented the car exactly at the intercept which makes more of a straight-line trajectory, uses a lot of boost and doesn't account for jumping/double jumping physics. Intercept calculations still play a big role though.
3. Side wall reads - yes, psychos - no. They are a different beast and require a different method and more expensive computations. Perhaps in the future if GoS gets even more advanced, it will have that capability.
But for now, we are one step closer to accurate shooting
4. Theoretically, you could. But it would require a bit of a setup. If you use an Air Dribbling mode first to hit the ball somewhere high above the goal and then switch to a mode which uses the Redirect logic then that's highly possible that it can work.
For it to be automatic it will be very tricky to implement, since there are many variables on the field.
But Air Dribble into a Redirect mode will probably do this job, and it also gives you the control of when you actually want to do that. A bot can't really read your mind what you want it to do, so it's a big reason why some of these plays and mechanics are left to the user to decide.
Heisa if it's possible, it would be great to have some more clips in the next update post, i'm really curious to see how it's looking right now
Perhaps, if I get the free time. But no promises. I'd rather spend my free time coding it
Edited by Heisa, Today, 01:54 .