hoak wrote:
He's just being a sarcastic twit, hagenisse is some eight year old kid that trolls my posts, where ever I post. You'll notice he'll give my posts extra attention and will get progressively sarcastic, hostile, and then start posting porn images, massive spam etc., often under another nick or a derivative of my nick via a proxy IP... He's been caught, even admitted doing it; so any denial at this point is moot -- it's best just to ignore him (something I have difficulty doing as he literally stalks me, probably some bizarre homoerotic personal issue)...
Vection is a technical term Aviation and Combat Simulator Developers coined to describe camera movement, and animation particle effects displacment. For example there is no correct jargon to describe what typically called the "bob and roll" effects we see in the first person camera for realism games because when its done technically correctly and realistically this view effect should neither bob or roll, but is a much more complicated set of math vector effects that get called "self-vection" in the parlance of Simulator Developers.
Vection is derived from the word root "vector" and implies direction and force and/or speed. Vection is also used to describe the metrics of movement in creating realistic aiming machinery in simulators and games... In the real world if you move while aiming a weapon the weapon will move independently from your perspective or vector, ie. it will have independent mass, inertia and movement all it's own, which in turn greatly effects the weapons point of aim. In most games weapons just have random animated vection to simulate real weapon movement, and conical section hit-scan fire code to poorly emulate a weapons accuracy.
Scale vection is what interests Simulator Developers like me and Tactical Realism Fans, with a Scale Self-Vection system we can incorporate the real maths of player model movement, the mechanisms of vision and give you realistic and subtle camera vection that is much more immersive then the ridiculous camera effects you see in a lot of games. Even more exciting is scale weapon vection that makes an iron sights weapon perform just like a real weapon, where player movement will realistically displace the weapon, and bullets always go where the weapon is aimed within the envelope of accuracy and ballistic capabilities of that weapon.
So you could for example do a realistic slip stride tactical aimed run in a game but the rifle would bounce, as would your perspective independently and separate; but like a real rifleman, your skill and practice at aiming and firring only when your sights fell on your target could make you realistically effective/ineffective at "run & gun" maneuver fire.
Back to hagenisse's sarcastic attack, in the event anyone is actually ignorant enough to buy it as a sincere and valid argument, there are many elements of game design to prevent exactly the issue he's pretending to press as an argument, most of them are already in True Combat: Elite as game features. The simplest and the most obvious; kick, and then ban for various levels of team killing -- this works just fine in games with vastly more realistic metrics then True Combat: Elite.
As for his even more hysterical, petty and childish attack: "Ah, I forgot, I doesnt matter if the game plays like crap if its just correct, have vection and is in relative scale." this is just childish and insulting swill, but I have to agree with the sentiment and likely Freudian slip "I doesn't matter..."
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Thank you for the explanation on vection. That seems very complicated but also I like the sound of it.
Also this hagenisse guy can *i-need-a-broader-vocab* off. Especially if he's 12!