Author Topic: Restricted Bay Arrival/Departure Test Build  (Read 5538 times)

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Offline Goober5000

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Restricted Bay Arrival/Departure Test Build
This is a requested feature for WCS and TBP.  Also includes latest CVS.
http://fs2source.warpcore.org/exes/latest/20060601-Goober5000.rar
« Last Edit: June 01, 2006, 01:42:48 am by Goober5000 »

 

Offline Wanderer

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Re: Restricted Bay Arrival/Departure Test Build
Build from 25th Jan 2005?

Or perhaps this file?
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Offline Goober5000

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Re: Restricted Bay Arrival/Departure Test Build
Whoops.  You're right.  Link fixed. :)

 

Offline Cobra

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Re: Restricted Bay Arrival/Departure Test Build
so what does it do?
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Offline Tolwyn

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Re: Restricted Bay Arrival/Departure Test Build
Change of the "launch/depart in fighterbay"-behaviour. It makes possible to select the fighterbay subsystem in die Ships- and Wing-Edit. The problem was, that the AI seems to pick the landing bays randomly, but WCS needed the frontbay to launch and the backbay to land. ;)
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Offline Cobra

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Re: Restricted Bay Arrival/Departure Test Build
ah. i didn't see the meaning of Restricted Arrival/Departure. blast me posting ten minutes after i haul my ass out of bed.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline karajorma

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Re: Restricted Bay Arrival/Departure Test Build
Actually it never picked them randomly. It picked them sequencially. It starts with the first path and then loops back to it when it gets to the last one.

Even in retail it would be possible to choose the path simply by counting the number, keeping track how many ships had arrived and then using invisible ships to make sure that the correct path was choosen. Of course Goober's system is a lot better than that :)
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Offline Trivial Psychic

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Re: Restricted Bay Arrival/Departure Test Build
I've given it a test, and from first impressions it appears to work as advertised.  I've only had the chance to test arrivals though.  I have encountered a problem in FRED however.  If you select a ship a ship's bay as an arrival/departure location, then switch to another ship's bay, it will often retain the number of paths from the previous ship.  For example, if ship A has 8 bay paths and ship B has 4, and if you select ship B first, then switch to ship A, only 4 paths will be displayed.  You have to exit the ships/wings editor and then re-open it again for the proper number of paths to be displayed.  I even had a crash once when I deleted one of the ships and I guess it confused the path controler.
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Offline Starman01

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Re: Restricted Bay Arrival/Departure Test Build
Actually it never picked them randomly. It picked them sequencially. It starts with the first path and then loops back to it when it gets to the last one.

Yeah, in theory :) But pratically the stupid AI seems to take them randomly. In 80% of the cases the AI takes the closest paths for it's landing procedure, but sometimes it just ignores them and move to the other, more far away (and the first ones weren't blockaded at all). On the other hand, it sometimes start wings from the paths 5-8 i.e., even if 1-4 were completly free. Very annoying :)

My first impressions of this :

I made several test with launching and landing, and tried several variations of paths. So far, it seems to work fine. I had no crash so far. But I can confirm that when you switch the arrival/departure target, the bay-window isn't updated. You will have to exit and re-enter wing edit to see the correct paths.

I had no chance yet to test my particular mission, there I have problems in the old builds with the launch of fighters while the ship was moving. I will inform you if this has been solved too.

Good Work Goober :)
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Offline karajorma

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Re: Restricted Bay Arrival/Departure Test Build
Yeah, in theory :) But pratically the stupid AI seems to take them randomly. In 80% of the cases the AI takes the closest paths for it's landing procedure, but sometimes it just ignores them and move to the other, more far away (and the first ones weren't blockaded at all). On the other hand, it sometimes start wings from the paths 5-8 i.e., even if 1-4 were completly free. Very annoying :)

I think you missed my point. It doesn't pick the path to use depending on what is free. It picks it depending on what was used last. So if you launched 4 fighters from bay 1 and bay 1 has 4 paths bay two will be used next regardless of whether or not Bay 1 is now free. This is still true even if minutes have passed since the launch from bay 1.

That's probably why you were finding a difference in which bay would be used. It probably depended on whether or not those paths had been used in the mission or not.
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Offline Goober5000

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Re: Restricted Bay Arrival/Departure Test Build
I've given it a test, and from first impressions it appears to work as advertised.  I've only had the chance to test arrivals though.  I have encountered a problem in FRED however.  If you select a ship a ship's bay as an arrival/departure location, then switch to another ship's bay, it will often retain the number of paths from the previous ship.  For example, if ship A has 8 bay paths and ship B has 4, and if you select ship B first, then switch to ship A, only 4 paths will be displayed.  You have to exit the ships/wings editor and then re-open it again for the proper number of paths to be displayed.  I even had a crash once when I deleted one of the ships and I guess it confused the path controler.

Ooh, good catch.  I'll take a look tonight.

 
Re: Restricted Bay Arrival/Departure Test Build
For TBP which build is recommended, this one or the 3.6.9 RC1?

 

Offline Trivial Psychic

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Re: Restricted Bay Arrival/Departure Test Build
Actually, for the moment, I wouldn't reccommend using a build any newer than 2006/05/21, since newer builds have -nobeampierce removed from the command line options.  The only way to use a build newer than this with TBP is to edit your weapons table and add the corresponding flag for all beam weapons.
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Re: Restricted Bay Arrival/Departure Test Build

 

Offline Starman01

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Re: Restricted Bay Arrival/Departure Test Build
@Goober5000 :

Just to make sure, this feature is going to make it into the upcoming 3.6.9 release, isn't it ? :)
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Offline Mars

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Re: Restricted Bay Arrival/Departure Test Build
The Launcher flag -nobeampirce is to be removed permanently, the MODs need to modify their tables, it's up to them to get things working again.

 

Offline Starman01

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Re: Restricted Bay Arrival/Departure Test Build
Hm, misunderstanding :) I was talking about the topic of this thread, the restricted arrival/departure thing :)
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Offline Goober5000

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Re: Restricted Bay Arrival/Departure Test Build
@Goober5000 :

Just to make sure, this feature is going to make it into the upcoming 3.6.9 release, isn't it ? :)

Yes.  It's already in RC3 at least, and probably RC1 and RC2.