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1
General Discussion / Re: W-H-I-Y-L - boom shake-shake shake the-room.
« Last post by Colonol Dekker on April 18, 2024, 04:08:53 pm »
Ooooh a D3SCP on here would be splendid.


Hi again btw fellow GD Mod bro.
2
FreeSpace Discussion / Re: Should the GTVA build a new frigate class of ships?
« Last post by 0rph3u5 on April 18, 2024, 03:15:16 pm »
This is a question of the development of the combined arms strategy of the GTVA going forward.

Having smaller carriers makes sense in the T-V War era when fighters are far more reliant on carrier because they had no shields and no intersystem drives to scale. If the GTVA were able to layer a better logistics, e.g. modular armor, internals and exchangable mission specific externals, fighter formations might become far more veratile than smaller warships.

Additionally, the development of strategies following the admission that the GTVA cannot match ship capital ships, both in numbers and individual fighting strength, and doing so is a fools errant, it might shift capital ships further into a carrier role/logistics role for fighter units.

The only problem of course with rising profile fighters over warships is the issue of the pilot -- can the GTVA "supply" enough pilots to make that viable?
3
FreeSpace Discussion / Re: Ordering support ship to repair and rearm wingmen?
« Last post by 0rph3u5 on April 18, 2024, 02:57:26 pm »
There is a SEXP called "good-rearm-time" that overrides the AI's reluctance to rearm for any reason.

You could tie an events that uses it to a button press for an immediate fix. I would also recommend to increase the number of support ships at the same time if you do that.
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General Discussion / Re: W-H-I-Y-L - boom shake-shake shake the-room.
« Last post by Nuke on April 18, 2024, 08:55:24 am »
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FreeSpace Discussion / Re: Ordering support ship to repair and rearm wingmen?
« Last post by Iain Baker on April 18, 2024, 04:32:45 am »
In the normal game it is only possible with cheat codes.

so www.freespace2.com and ~+R on the target.
Saved me many restarts of missions, when mission critical ships were disabled by accident.

There are very few mods which add a "Rearm/Repair my target" order in the comm menu for the support ship. But i ever saw that only in one or two occasions.


Thank you, that sounds promising. Any idea what mods that was in?

Also - how does one feature-request things, since this would be handy to add to future FSO builds, if possible. Cheers.
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FreeSpace Discussion / Re: Ordering support ship to repair and rearm wingmen?
« Last post by Iain Baker on April 18, 2024, 04:30:12 am »
There never has been as far as I can remember.  I think you could order a repair with cheats, but I've never seen the usefulness of it. 

Friendlies call for rearm when their missiles are depleted anyway, you can't see how many missiles they've got left.  On the repair side, subsystems are self repairing if not completely destroyed, and a friendly fighter that's taken so much damage that it's lost a subsystem altogether will probably be dead before the support ship gets to it.



Fair point but my mod has support ship hull repair too, so there is a second reason for calling in support ships. I’m guessing that since retail doesn’t use support ship hull repair V never thought about how it might be used, or how to get the AI to use it properly.
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FreeSpace Discussion / Re: Should the GTVA build a new frigate class of ships?
« Last post by Mobius on April 18, 2024, 02:41:36 am »
To be fair, they'd need to work on new cruisers. Let's not forget that only two dozen Aeoli were produced (most of which were destroyed during the NTF rebellion and the second Shivan incursion), and the Fenris/Leviathan duo would be all but obsolete in a Post Capella scenario. I'm not saying a frigate wouldn't help, but cruisers should be a priority.
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Nightly Builds / Nightly: 18 April 2024 - Revision a18b122b1
« Last post by SirKnightly on April 18, 2024, 01:31:48 am »
Here is the nightly for 18 April 2024 - Revision a18b122b1



Group: Linux
nightly_20240418_a18b122b1-builds-Linux.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20240418_a18b122b1-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20240418_a18b122b1-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20240418_a18b122b1-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20240418_a18b122b1-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 0a59c533c
Author: Goober5000
Commit: Goober5000

    fix checkVisibility
 code/scripting/api/objs/ship.cpp | 7 ++++++-
 1 file changed, 6 insertions(+), 1 deletion(-)

------------------------------------------------------------------------
commit 55c41c96a
Author: Goober5000
Commit: Goober5000

    add above/below and left/right
 code/mission/missionparse.cpp | 35 +++++++++++++++++++++++++++--------
 code/mission/missionparse.h   |  8 ++++++--
 2 files changed, 33 insertions(+), 10 deletions(-)

------------------------------------------------------------------------
commit e63383d32
Author: Mike Nelson
Commit: GitHub

    Ingame prejoin API (#6099)
 code/network/multi_ingame.cpp             | 199 ++++++++++++++++++------------
 code/network/multi_ingame.h               |  15 ++-
 code/scripting/api/libs/ui.cpp            |  83 +++++++++++++
 code/scripting/api/objs/multi_objects.cpp | 190 ++++++++++++++++++++++++++++
 code/scripting/api/objs/multi_objects.h   |  11 ++
 5 files changed, 418 insertions(+), 80 deletions(-)

------------------------------------------------------------------------
commit 7ae8c79de
Author: Mike Nelson
Commit: GitHub

    Team Loadout API for SCPUI (#6096)
 code/network/multiteamselect.cpp          |  40 ++++++++----
 code/network/multiteamselect.h            |  10 +++
 code/scripting/api/libs/ui.cpp            |  63 ++++++++++++++++++-
 code/scripting/api/objs/shipwepselect.cpp | 101 +++++++++++++++++++++++++++---
 code/scripting/api/objs/shipwepselect.h   |   6 +-
 5 files changed, 197 insertions(+), 23 deletions(-)

------------------------------------------------------------------------
commit 002783ce7
Author: Mike Nelson
Commit: GitHub

    miscellaneous methods needed (#6090)
 code/missionui/missionscreencommon.h      | 14 ++++++-
 code/missionui/missionshipchoice.cpp      | 70 +++++++++++++------------------
 code/network/multiteamselect.cpp          | 12 ++++--
 code/network/multiteamselect.h            |  3 +-
 code/scripting/api/libs/ui.cpp            | 55 +++++++++++++++++++++---
 code/scripting/api/objs/enums.cpp         | 11 +++++
 code/scripting/api/objs/enums.h           | 11 +++++
 code/scripting/api/objs/multi_objects.cpp | 18 ++++++++
 8 files changed, 142 insertions(+), 52 deletions(-)

------------------------------------------------------------------------
commit 72b6ded0a
Author: Asteroth
Commit: GitHub

    fix circ default curves (#6102)
 code/math/curve.cpp | 25 ++++++++++++++++++++-----
 1 file changed, 20 insertions(+), 5 deletions(-)

------------------------------------------------------------------------
commit 4c7f16fb1
Author: Goober5000
Commit: Goober5000

    add 'In back of ship' arrival location
 code/mission/missionparse.cpp      | 31 +++++++++++++++++++++++++++----
 code/mission/missionparse.h        |  8 +++++---
 fred2/missionsave.cpp              | 17 +++++++++++++----
 qtfred/src/mission/missionsave.cpp | 17 +++++++++++++----
 4 files changed, 58 insertions(+), 15 deletions(-)
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The FreeSpace Port Upgrade / Re: Radar icons
« Last post by Kane Kaizer on April 17, 2024, 07:02:53 pm »
On Knossos, go to the MediaVps mod, Click the Modify button and download the MVRadarIcons Package.

Thanks, I found it. Pretty obvious that I don't do a lot of messing around with options and stuff on Knossos.
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The Unification War / Re: Target monitor
« Last post by Kane Kaizer on April 17, 2024, 07:01:36 pm »
Always had the impression that any limited HUD gauge in the Unification War is actually a feature to show the technical advancements in-universe.

So that ships simple does not have a Target Monitor then...

My guess at least.

It's a little confusing because it was there in the original version. And also in the new version I can target ships from the beginning while in the original version it takes like half a dozen missions or so before you're allowed to do that.
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