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Semi-realistic fighter scale

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Semi-realistic fighter scale
Fighters are scaled correctly to eachother, but not to other units. That means all fighter sized objects are more than twice as large as they should be, but the fighters are still visible when zoomed out, which I liked more than the "realistic" scale. Function over form. I am currently rerigging all the fighter models to: 1. Correct collision boxes. As in, if there's not fighter to hit, no projectile will hit. In vanilla all fighters collision meshes are a single box. I'm changing it to this. This also makes more sense since an A-wing is far smaller and has a lot less health and shields than a Y-wing, which is apparently massive and has a lot of health and shields for being a basic fighter. These collision meshes will make fighters harder to hit, except for missiles of course, which are target tracking. 2. When a fighter fires a laser, the laser actually waits a frame before appearing. Which means the laser as well as the laser flash will appear inside or behind the fighter. The solution I found is to move all the firebones to the exact location in front of the fighter where that extra frame combined with the fighters speed makes the laser and its flash appear exactly where it should. It's hard to put into words how insanely boring this is. And how long it takes. 3. Custom lasers for fighters. The Y-wing now shoots a dual laser model is custom fitted to the distance between its barrels. That also goes for its ion cannon. This'll be done for all fighters for which it makes sense. The X wing for example will still fire its 4 lasers in sequence. These very simple and nearly unnoticable things take a lot of time, but hot damn when you actually follow a fighter it looks glorious. Thanks to Farseer for allowing me to use his x/y/a/b-wing models.

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