Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on March 26, 2006, 08:01:47 pm

Title: $Warp speed
Post by: WMCoolmon on March 26, 2006, 08:01:47 pm
Anyone mind if I changed it to $Warp time?
Title: Re: $Warp speed
Post by: Turey on March 26, 2006, 10:26:27 pm
what would the difference be?

if i understand it correctly, it might screw up the crazy starwars style jumps someone was doing..... i have the .avi file of it on my comp.....
Title: Re: $Warp speed
Post by: Trivial Psychic on March 26, 2006, 11:30:13 pm
I am a little concernced, as TBP has plans to impliment this, as soon as vortex rendering can be disabled selectively, and we'll need to be able to select what speed ships will warp at, so they can jump in/out as a group.  I suppose that this inquiry is related to BTRL and its special warping needs.  WMC, I've posted a response over at game-warden you may want to take a look at.
Title: Re: $Warp speed
Post by: Starman01 on March 28, 2006, 10:51:09 am
Wing Commander Saga will need this feature too, so please don't mess with it :) Technically we need this pretty high speed for interplanetar travelling and I want to have my capital ships jump into the area that way.
Title: Re: $Warp speed
Post by: StratComm on March 28, 2006, 03:27:39 pm
Is this really a huge problem though?  The TBP concern is legitimate enough I guess, but it should be a relatively straightforward transition.  Unless there's a huge code complication on the speed, of course.
Title: Re: $Warp speed
Post by: Turey on March 28, 2006, 10:29:29 pm
the thing is that $warp speed, if speed is set really high, will allow you to cross HUGE distances without warping out. As $warp time would not (as far as i can tell) cause the ship to speed up to a value, it would remove this capability.
Title: Re: $Warp speed
Post by: Trivial Psychic on March 29, 2006, 12:20:30 am
Just put them both in.  Combining $warp speed with $warp time, allows one to control the warp accelleration.
Title: Re: $Warp speed
Post by: WMCoolmon on March 29, 2006, 12:26:34 am
In the current form, $Warp speed is just converted to time and the ship should take roughly the same distance to warp in regardless of the value. Unless you change the size of the ship. So to add both, I'd still have to change the effect of $Warp speed.
Title: Re: $Warp speed
Post by: Trivial Psychic on March 29, 2006, 07:50:30 am
So, with the current system, if I want a ship to accelerate to 300 m/s to warp at, I put in that numeric figure, but the game translates that into a time figure, telling it how long it should accelerate for before warping?  Assuming that's true, if I want the same result, wouldn't that mean that under the $warp time system, I have to calculate the time figure to input, based on... what, the acceleration figure in the ships table file and the intended warping speed of 300 m/s?
Title: Re: $Warp speed
Post by: WMCoolmon on March 31, 2006, 07:15:28 pm
distance = rate * time
time = distance / rate

warpout time = ship length / speed you want it to go at

I've added the $Warpout time (after $Warpout speed) value, so you might be able to use both warpout speed and time. I didn't go through and check though.

$Warpout time is also now used for the BSG warp effect, time is also in seconds.
Title: Re: $Warp speed
Post by: Trivial Psychic on April 01, 2006, 10:26:45 pm
Cool.  If both work together, it might go better to allowing ships for TBP to warp in/out as a group, all at the same speed and acceleration, regardless of the various ship lengths.