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Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: Rolf on January 11, 2016, 07:09:27 am

Title: Tie missiles
Post by: Rolf on January 11, 2016, 07:09:27 am
Something I noticed in Star Wars Battlefront is that Tie Fighters can now fire some blue homing missile, the Force Awakens seems to have something similar. I was wondering if your going to put something like that in your mod.

Also; how's progress?
Title: Re: Tie missiles
Post by: Phantom Hoover on January 11, 2016, 08:01:53 am
The missiles in TFA were fired from the Star Destroyer, weren't they? Fighter combat in the original trilogy never had guided missiles (because there weren't any in Dambusters) and I assume that's what FotG is using as a reference.
Title: Re: Tie missiles
Post by: zookeeper on January 11, 2016, 08:07:12 am
No, all of them only have lasers, except the TIE Bomber of course. If there's a need for missiles as a specialty in some missions (for the TIE Advanced, for example) then it'll be trivial enough to add such a variant at that point, but so far we haven't.
Title: Re: Tie missiles
Post by: Phantom Hoover on January 11, 2016, 08:40:34 am
How are you doing bombs, by the way? I remember in Rogue Squadron you dropped them on stuff and it was great fun, but seeing as FotG is in open space that doesn't seem like an option.
Title: Re: Tie missiles
Post by: Dain on January 11, 2016, 08:47:02 am
I think the fights in Battlefront are really very very different from the fights seen in the movies. I mean, we don't see grenades, personal shields, rocket launchers or anything of that kind in the films.
Title: Re: Tie missiles
Post by: zookeeper on January 11, 2016, 09:44:10 am
How are you doing bombs, by the way? I remember in Rogue Squadron you dropped them on stuff and it was great fun, but seeing as FotG is in open space that doesn't seem like an option.

Yeah, bombs are fired forward just like other secondaries on all ships except the TIE Bomber, which does actually have the downwards-facing bomb chute and a special targeting view for it. You're unlikely to hit even medium-sized targets with it if they're actually moving, so it's mostly limited to bombing large capital ships or stationary targets.
Title: Re: Tie missiles
Post by: NGTM-1R on January 11, 2016, 10:02:35 am
The missiles in TFA were fired from the Star Destroyer, weren't they?

Poe actually quotes the controls for guns, missiles, and bombs in the TIE they steal.
Title: Re: Tie missiles
Post by: StarSlayer on January 11, 2016, 10:16:04 am
No, all of them only have lasers, except the TIE Bomber of course. If there's a need for missiles as a specialty in some missions (for the TIE Advanced, for example) then it'll be trivial enough to add such a variant at that point, but so far we haven't.

If necessary you can probably add them as temporary external racks rather than a specific TIE variant.  It would be easy for Sienar to put together some aftermarket bolt on hard points but the Empire being to stingy and inflexible to make regular use of them.
Title: Re: Tie missiles
Post by: Dragon on January 12, 2016, 06:09:11 am
That TIE they stole was a spec-ops variant, too. The regular ones don't get all this fancy equipment. The Empire always had dedicated TIE Bombers on standby for that, but the First Order, being much poorer, probably uses regular TIE models in the same role.

Since SW space combat is WWII-ish, it's probably analogous to how you could strap a pair of small bombs under the wings of most WWII fighters. A pair of small missiles, rockets pods, bombs or something like that can probably be bolted on under the "struts" if the need arises, but they would interfere with maneuverability (and add drag in atmo) before they are dropped, possibly to the point of forcing the pilots to jettison them if they get jumped on their way to target. We have no way of simulating this in FS2 (which is a shame), but it would certainly be a nice feature.
Title: Re: Tie missiles
Post by: Vector Leader on January 12, 2016, 12:26:52 pm
Yeah, that version of the TIE Fighter in Episode VII was a special forces variant, the TIE/SF. The standard TIE/FO models didn't have any of the additional weapon systems or a hyperdrive like the TIE/SFs were equipped with.

Regarding FotG, I'd prefer missiles and bombs were kept with the ships that were equipped to carry them as standard loadouts (like the TIE Bomber).

I didn't like how DICE deviated after all their talk about authenticity. Sometimes there are better ways to balance gameplay without needlessly sacrificing lore accuracy. That was one. Oh, well. It's miles better than Pandemic's original two. lol
Title: Re: Tie missiles
Post by: CountBuggula on January 12, 2016, 03:39:43 pm
The best Battlefront game was always Galactic Conquest (http://www.moddb.com/mods/battlefield-galactic-conquest) ;)
Title: Re: Tie missiles
Post by: Vector Leader on January 13, 2016, 08:10:04 pm
The best Battlefront game was always Galactic Conquest (http://www.moddb.com/mods/battlefield-galactic-conquest) ;)
*cough*First Strike (http://www.moddb.com/mods/first-strike)*cough* ;7

I did enjoy Galactic Conquest a lot, though. :nod:
Title: Re: Tie missiles
Post by: Flare on February 14, 2016, 01:39:34 pm
The missiles in TFA were fired from the Star Destroyer, weren't they?

Poe actually quotes the controls for guns, missiles, and bombs in the TIE they steal.

He actually says "Use the toggle on the left to switch between missiles, cannons, and mag pulse"

Sauce - official script.
Title: Re: Tie missiles
Post by: Phantom Hoover on February 14, 2016, 07:24:03 pm
Don't remember ever seeing the missiles being fired, let alone any indication they were guided.
Title: Re: Tie missiles
Post by: Mammothtank on February 14, 2016, 09:03:23 pm
Don't remember ever seeing the missiles being fired, let alone any indication they were guided.

If they were unguided I'm pretty sure they would call them Mag-Rockets not Mag-Missiles.
Title: Re: Tie missiles
Post by: niffiwan on February 14, 2016, 09:24:25 pm
I think you're giving movie makers too much credit for the correct use of language :p
Title: Re: Tie missiles
Post by: Mammothtank on February 14, 2016, 09:32:39 pm
 :D I might or I might not. Who knows.
Title: Re: Tie missiles
Post by: Dragon on February 14, 2016, 10:01:43 pm
Actually, that was "Mag Pulse". Missiles were mentioned separately. While "Mag Pulse" was also a missile in most Legends material (thanks to X-Wing games), this here could be something completely different. I've got no idea what, but it's got its own firemode, so it can presumably be carried alongside missiles. 

TBH, I think they were guided. All SW missiles we've seen were. Granted, that doesn't amount to much, but that's what has been shown so far.
Title: Re: Tie missiles
Post by: Mammothtank on February 14, 2016, 10:29:28 pm
Yeah my bad, I guess I got confused with this material I was reading about the fighter itself. My brain just took it and ran. :p
Title: Re: Tie missiles
Post by: niffiwan on February 14, 2016, 10:53:44 pm
TBH, I think they were guided. All SW missiles we've seen were. Granted, that doesn't amount to much, but that's what has been shown so far.

Were the proton torpedoes fired by Luke/Red Leader guided? From what I recall of watching those scenes they seemed to be running straight.. well, apart from the right angle turn that Luke's torpedoes executed to enter the exhaust port I suppose :p Anyway, I'm more sure that Lando/Wedge firing at the DS2 reactor had only straight running missiles/rockets.
Title: Re: Tie missiles
Post by: zookeeper on February 15, 2016, 02:20:14 am
In the OT, there's only the two sets of torpedoes in ANH, both flying straight, and in RotJ there's Wedge's torpedoes, Falcon's missiles and the A-wing missiles, all of them flying straight too.
Title: Re: Tie missiles
Post by: Mammothtank on February 15, 2016, 02:49:57 am
I don't think they would need to move that much to hit those big stationary targets that they shot at though would they? Well except for the Exhaust Port, which if I remember correctly did move closer as they reached the Exhaust port to fit down the shaft.
Title: Re: Tie missiles
Post by: niffiwan on February 15, 2016, 02:51:41 am
well, I just frame-by-framed Luke's torpedoes entering the exhaust port and it sure looks to me like they execute a right angle turn, you can see both their conical shapes change direction quite clearly (imo :)).  The rest on the other hand I'd agree were running straight only.
Title: Re: Tie missiles
Post by: Mammothtank on February 15, 2016, 02:56:29 am
Sweet Potatoes those are some maneuverable torpedoes! I bet they could hit a Swamp Rat 60 meters away!
Title: Re: Tie missiles
Post by: swashmebuckle on February 15, 2016, 02:15:34 pm
That's just Luke throwing himself an alley oop and dunking it with the force.
Title: Re: Tie missiles
Post by: niffiwan on February 15, 2016, 03:57:31 pm
Must be, the targeting computer sure wasn't doing anything.
Title: Re: Tie missiles
Post by: zookeeper on February 15, 2016, 04:16:22 pm
As I always insist: the magnetic field of the exhaust port pulled them in, they didn't turn on their own.
Title: Re: Tie missiles
Post by: Mammothtank on February 15, 2016, 06:48:05 pm
Yeah sounds about right.


That's just Luke throwing himself an alley oop and dunking it with the force.

Now I have that song stuck in my head. Guess Tarkin got dunked on.  :)
Title: Re: Tie missiles
Post by: Det. Bullock on February 19, 2016, 09:01:50 pm
In the old Xwing games they were guided but could also be fired in a straight line without a lock, locking wasn't necessary to fire them and while I know you use mainly the movies as a baseline I think this choice might be because of how they seem to behave in the movies.
I wouldn't be surprised if Lando and Wedge just dumbfired their torpedoes and missiles as they didn't want to waste time and the respective targets were big and stationary as I did that several times in the games (after all why wait for the torps to get a lock when the target is big enough to occupy half your visuals and you have fighters on your tail?), locking was most useful with moving targets that were either fast-moving (like missiles vs fighters or torps vs shuttles) or distant enough to make dumbfiring them too risky, and in later games many capships could destroy your torpedoes more easily if you locked them making dumbfire almost necessary.

EDIT

Also it is possible that the Tie they stole had a missile rack dedicated to mag pulse not unlike the old Missile Boat in the EU had a dedicated missile rack toghether with the standard one.
Title: Re: Tie missiles
Post by: aRaven on April 24, 2016, 10:29:53 am
Actually the missiles/torpedos Wedge fired were guided, since you could hear the lock-on sound on approach, very similar to that of the XWA lock-on sound.
Title: Re: Tie missiles
Post by: zookeeper on April 24, 2016, 12:26:30 pm
Actually the missiles/torpedos Wedge fired were guided, since you could hear the lock-on sound on approach, very similar to that of the XWA lock-on sound.

The sound effect might be essentially the same as the targeting computer's sound in ANH, but I think it makes more sense to interpret it as a range/proximity/waypoint sound, since you hear the same beeping during all of Wedge's cockpit shots during the DS run. It's a steady beeping during the beginning, then yes, the intervals tighten right before he makes the shot, but the same happens when he's exiting the DS too, when he's clearly not locking onto anything. We never hear the actual lock-on sound, only the beeping, so we can assume it's a more general range/proximity indicator.

So, I'd say he had the reactor as his target and the beeping told him when he's in range, but he never bothered to actually use the targeting computer to get a lock. Then, he set the entrance/exit as a waypoint target of sorts, and the beeping told him how close he is to that.
Title: Re: Tie missiles
Post by: Cobra on April 24, 2016, 01:47:13 pm
but he never bothered to actually use the targeting computer to get a lock.

Because Wedge Antilles is the BEST REBEL PILOT EVAR