---------------------------------------------------------- Arwing - hitbox is much higher than the ship itself: (and yes it's resized Dragon hitbox)
Tigershark - nice fit using the same Dragon hitbox
Kiith SHF - quite good fit
Loki
Odin
Thor
All the hessian ships have a hitbox thats is larger than model in the middle and smaller in the back. This is most extreme on the Loki which is really high in the middle part.
Rheinland bomber - it felt it had small hitbox.. but this says otherwise
and in the end... sorry Yuri but I had to: Nomad Assasin - a bit on the lol wut side...I especially wonder where the shield is :$
Igiss says: Martin, you give them a finger, they bite off your arm.
Mjolnir, to say the least things work very differently for nomad ships due to different formats and stuff. You might even try to see bomber hitbox and you'll see nothing at all, yet it's there and works perfectly, same for vanilla nomad ships. What you see is a placeholder hitbox from leftovers of my early hitbox customization tests. Too long to explain technical stuff here. Assassin gets rehaul anyway to full 3DB. Bomber was a ship that came later so it was done correctly.
I know the bomber one works... in the one and only fight where I met keepers the bomber was ok to hit, the assasin was very strange however, that's why I wondered.
And yes I found out that I can't see the bomber hitbox.
Igiss says: Martin, you give them a finger, they bite off your arm.
' Wrote:I always thought the shield bubble is not necessary... It might be the reason why my hitbox doesn't work (always setting "Shrink Wrapped")
I'll explain a bit later how to make hitboxes for fighters, different method from Forsaken's, but also works. I made ocgb with it and made new and working crow hitbox as well:
' Wrote:I know the bomber one works... in the one and only fight where I met keepers the bomber was ok to hit, the assasin was very strange however, that's why I wondered.
And yes I found out that I can't see the bomber hitbox.
Behavior for assassin might be feeling strange due to being turned upside down, back wings/leafs are reverted. Anyhow next version will see a bit modified version and made completely different (e.g. in same way as bomber).
I know there might be many reasons for in game experience... like I always felt RH bomber must have some tiny hitbox while it hasn't...
After all the fights I had I think I can tell that for:
1vs1 the front part of hitbox is what matters most - hence not so difficult to hit Catamaran, Kushan VHF, RH bomber, Templar, Hussar on the other hand difficult to hit the Vipers or Raven Claw, Chimaera/BD, Wrath
When you are shooting someone who's not targeting you the middle and the back of the hitbox are important, since mostly your shots tend to hit in the back - so easy to hit Odin/Thor, Raven Claw, Chimaera/BD while difficult to hit Catamaran, Templar, Hussar, Kushan VHF, RH bomber...
EDIT: this logic also kind of explains while Thor, Falcata, Havoc are much easier to hit outside 1vs1 than Praetorian even though it's much slower... because it's much shorter. Same would go for Titan vs say Odin.
Igiss says: Martin, you give them a finger, they bite off your arm.
Blodo in the other thread made me wonder about the Taidan... and I thought that yes it was difficult to hit it head on... I thought it was mostly lag but...:
... no
The guardian hitbox doesn't cover the width of the ships at all...while it's higher than the ship, but I for myself try to aim at what I see. Note that if you hit it straight into the nose it will fly trough..
Igiss says: Martin, you give them a finger, they bite off your arm.
Mjolnir, to be more correct about hitboxes and hitting things I'd like to note that in general it's more or less about hitbox fitting boundaries and distance from the center point of the model, the origin. Proportional spread of hitbox from that origin is, in most cases, determinant factor to hitting ship with aiming correction if all other requirements are met. Inaccurate spread is what normally causes issues with hitting. Normally origin point should be the same as model's boundary box center, or at least be slightly altered over the ship's length axis (in FL it's Z axis). Aiming correction in FL uses ship's origin point, not boundary box center.