My barrel gets the gitters!
ok, please follow along in my explanation - this talks about pitch, but the same happens with yaw at the same time:
- If you’re aiming up, close to where the aiming solution will fail, you want the barrel to rotate up to that spot.
- You are aiming at one spot in the scene and have not moved what you’re aiming at.
- You don’t want the barrel to go up too far to seem to point up into the air… so we clamp max elevation
- Once the barrel gets very close to its ‘limit’, imposed by clamp on max degrees, the next cycle will push beyond the limit - so then the ‘logic’ says, ok, rotate it down instead.
- next cycle; now you’re below again - so rotate up.
- Every successive frame will reverse the direction
- The result is that the barrel 'jitters’
This happens in 4.16.2. It happened a bit in 4.16.1, but is pronounced in 2.
How do I rework the logic to account for ‘getting close’ to the limit and so I don’t surpass it? Sort of slow down as I get close to the aiming destination?
I was thinking of dividing the ‘factor’ of max degrees per second in half each time I get very close to the limit?
And also ensure I never surpass the max?
In the Elevate function, could we use the RelativeSpeed parameter to test if we’re getting close before we clamp that to -1/1 ?