Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Gamma_Draconis on June 04, 2008, 06:09:27 pm
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I've always wondered where exactly you jump to after a mission. Do the fighters directly into a destroyer, to the space around it, or what? Maybe it's just because of the mission inconsistencies that I'm puzzled. There are times when you are ordered to fly into a fighterbay while other times you are ordered to jump even though you're right next to the destroyer that you're stationed on.
This brings up another question. There was a mission on FS1 where you had to escort the Bastion through an asteroid field. The Bastion jumped out ahead of you and you and your wingman jump out separately. If I can remember correctly, fighters did not have intersystem jump drives back then. So is there something I'm missing here, or is it just because the map designers were lazy.
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You weren't Escorting the Bastion...
The ship you escorted to the node is the Galatea. You and Alpha 2 then make a jump within the system to the Bastion...
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You weren't Escorting the Bastion...
The ship you escorted to the node is the Galatea. You and Alpha 2 then make a jump within the system to the Bastion...
Ah, haven't played the original campaign in years. Must have boggled up my mind.
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I dont remember any missions in the main campaigns where you leave a mission by enter fighterbays...As far as i'm aware, thats TBP only...maybe some other Mods as well...
My opinion is that you launch from your base-ship (Bastion/Galatea/Krios/Soyukaze/Aquitane/Psamtik/Memphis...Delete where applicable)
Then after the mission, you jump back to it's co-ordinates
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I think that's probably the reason why you never actually defend your own mothership. Or at least have operations within flying distance of it. Iirc, FS2's engine doesn't really handle fighter bay landings, seeing as how fighter bays are usually internal subsystems with a wall that blocks your way.
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I dont remember any missions in the main campaigns where you leave a mission by enter fighterbays...As far as i'm aware, thats TBP only...maybe some other Mods as well...
Closest you come is when you launch of of the wing of the Aquitane. It's because old ships didn't actually have fighterbays, they were blocked by an invisible poly wall.
And you jump near the carrier, and land.
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Closest you come is when you launch of of the wing of the Aquitane. It's because old ships didn't actually have fighterbays, they were blocked by an invisible poly wall.
And you jump near the carrier, and land.
I remember that one. The first nebula mission. And if you twisted your ship, you'd take collision damage. Or at least, I did.
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I didnt mention that because you were launching, not landing. But yeah
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It's easy to script landing in a fighterbay, when the mission goals are complete, make so if you get within a certain distance of the ship the mission ends
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Yeah but given that end-mission is an SCP SEXP it wasn't so easy back then. :)
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for fighter bay landings, WCS had some, i think, along with INFA, which had at least 5
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I always thought, they jump back into Subspace, where theyr Mothership is waiting to pick them up.
Or they use a inner System Jump, to the Point they startet theyr Mission.
Isn´t it somewhere statet that smaller Ships can´t jump through Subspace Nodes, so basically they need a bigger Ship to path them trough ?
To be honest, i was also wondered where you go if you hit Alt-j
The first Mission in FSAR features booth. Start from a Station Platform and later return to the Landing Pod. You just have to set up a Waypoint and the distance within, ends the Mission.
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I always thought, they jump back into Subspace, where theyr Mothership is waiting to pick them up.
I've always had the impression that subspace is used only for traveling. Not for "hanging around". But I dunno.
Isn´t it somewhere statet that smaller Ships can´t jump through Subspace Nodes, so basically they need a bigger Ship to path them trough ?
It depends. There are intersystem jump drives for fighters too, but they're awfully expensive and therefore are only installed on special cases. As a result, most fighters are only able to do intrasystem jumps.
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How do you explain the player jumping out not at a node in Bearbaiting ( in Gamma Draconis ), and then in the next mission- the player is in Capella.
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I've always had the impression that subspace is used only for traveling. Not for "hanging around". But I dunno.
Yeah, might be true. But i imagine it´s like in Babylon 5. You can stay in Subspace, for a short period of Time. If you stay to long, the Gamma-Ray (or which ever other Ray), would slowly damage your Ships Hull.
You actually spend time in Subspace. The flight of Aquiteane, to Gamma Draconis (i hope that´s the right System :D) took more then just one Day...yeah thought so. :confused:
So they had to be somewhere. I think the Aquiteane was close to booth, the Entrance and Exit of Subnode and there shouldn´t been much delay before and after the Jump.
There are intersystem jump drives for fighters too, but they're awfully expensive and therefore are only installed on special cases. As a result, most fighters are only able to do intrasystem jumps.
How do you explain the player jumping out not at a node in Bearbaiting ( in Gamma Draconis ), and then in the next mission- the player is in Capella.
I´m wondering. If you hit Alt-j, you actually do jump...but where ? So it´s either a jump inside the System or to another System. Concerning @Shadows point of View, they´re able to do booth and ALL smaller Ships are fitted with Subspacedrives...yeah that sounds logic...though i´m feeling a bit uncomfortable with this Theory. I like the Idea that only bigger Ships are able to use System-System Jumps.
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It's more like an inconsistency.
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I imagine Subspace to be like a River. You enter at some point and the "fluít" totally covers your Ships Hull.
Literary spoken..."The Ships suffers of corrosion, if it stays to long in the Water"... :nod:
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How do you explain the player jumping out not at a node in Bearbaiting ( in Gamma Draconis ), and then in the next mission- the player is in Capella.
You are in Capella. You jump to another part. Explained.
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How do you explain the player jumping out not at a node in Bearbaiting ( in Gamma Draconis ), and then in the next mission- the player is in Capella.
You are in Capella. You jump to another part. Explained.
Alpha wing of the 203rd must destroy the forward beam cannons of the Sathanas before it reaches the Capella jump node in Gamma Draconis
"The Sathanas decimated our fleet at the Capella node."
"Excellent work, pilots. We have destroyed the Beleth. Secure the area and return to base. We need you in the Capella system."
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The fleet on the GD side of the node.
EDIT: NVM, one destroyer isn't a fleet. But with GTVA command at the wheel...
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The Sathanas is going to the jump node leading to Capella ! :wtf:
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Exactly. The GTVA could have had a fleet at the GD>Capella node that was destroyed before you arrive.
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The point of Bearbaiting was to destroy the Sath's beam cannons before it jumps through the Capella jump node. If it was already in Capella, there would be a paradox and the whole FS universe would collapse on its own weight and reform as Chuck Norris.
And the mission description pretty much states that it takes place in Gamma Drac.
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There's a debris field of the fleet.
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There you have it.
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Bearbaiting - you jump out, land on the Aquitaine, go through the node on the Aquitaine.
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There you have it.
So do we agree on the subject now?
1. There was a fleet in Gamma Drac, at the Capella node, that was supposed to stop the Sath. They phailed.
2. The infamous Alpha wing, and some others, went in to destroy beam cannons before the Sath could jump to Capella.
3. The Infamous Alpha wing went after the Sath to Capella.
4. Bearbaiting did not occur in Capella.
Bearbaiting - you jump out, land on the Aquitaine, go through the node on the Aquitaine.
I was just thinking the same thing.
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In High Noon ( mission after Bearbaiting ) it's Capella, the Sath is near the node to Gamma Draconis, that it just jumped out of. If the player would have been to the Aquitaine ( but at that time it was the Terran-Vasudan Officer Exchange Program, so it was the Psamtik that the player was stationed on ) then the Aquitaine would have been behind the Sath in that mission. So no. It's an inconsistency.
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Bearbaiting definitely occurred in Gamma Draconis. You can see the jump node Labeled "Capella". That is enough proof in itself.
The player, after destroying the Beleth, jumped back to the Psamtik, which followed the Sathanas to Capella, and then deployed Alpha wing to finish things off (or just watch the Colly beam the Sath to death) in High Noon. Why alpha wing got to the Colly before the Sath is because they got new Bahkas, while the Sathanas had to recharge its jump drives.
There was a fleet on both sides of the node. The one in Gamma Drac was wiped out (Pheonicia), the one on the other end was wiped out by the Sathanas if you failed to get all four beam cannons. Otherwise, there was no fleet there at all...so it would seem.
That makes the most sense. It would be stupid to have a node from Capella leading to Capella where the Sath jumps into. :lol:
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Something just popped into my mind. The mission where you're part of the 135th Barracudas, and you're testing the stealth fighters with Delta wing? You get ambushed, and the Delta are ordered to return to the Aquitaine. Do they jump out or dock with her? Anyone know ?
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Well, you can set departure method to be docking bay in FRED for AI wings. I'm guessing it works, so they probably fly into the Aquitaine. I don't know though, being in the Nebula and all.
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$Name: Delta
...
$Departure Location: Docking Bay
$Departure Anchor: Aquitaine
Delta wing should depart through the Aquitaine's fighterbay.
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I dont remember any missions in the main campaigns where you leave a mission by enter fighterbays...As far as i'm aware, thats TBP only...maybe some other Mods as well...
My opinion is that you launch from your base-ship (Bastion/Galatea/Krios/Soyukaze/Aquitane/Psamtik/Memphis...Delete where applicable)
Then after the mission, you jump back to it's co-ordinates
In which case after you're back at your coordinates you'd perform a landing at your base ship. It's not that the missions in fs have inconsistencies, it's just that V did without landing and launching scenes for A1. You play missions where you see fightering exiting a destroyer through from the fighter bays. And in one mission you get to see an escape pod return to an orion's fighterbay via the runway in fs1. There you go, you now know the drill for when you warp in and out. You start a mission, you take off, jump from your base ship to the mission coordinates...A1 saves the day, you jump back to your base ship and perform a landing.
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Yeah but given that end-mission is an SCP SEXP it wasn't so easy back then. :)
So use the red alert mission one
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Fighters are only able to jump intrasystem in FS1. Later in the FS2 campaign, fighters are fitted with intersystem jump drives.
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Fighters are only able to jump intrasystem in FS1. Later in the FS2 campaign, fighters are fitted with intersystem jump drives.
No, fighters were given inter-system subspace drives in late FS1.
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Inter-system drives are special issue ! They're way too expensive for standart issue. In FS2, you were given them only a couple of times.
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Yeah? I never said anything about them being standard issue.
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As an interesting side note, there seems to be another canon inconsistency between FS1 and FS2. In FS2, it is indeed stated that intersystem jump drives for fighters are ****ing expensive and therefore reserved for special cases. But in FS1, when the technological discovery was made, I do remember that old hag Shima explaining in a command briefing that intersystem drives are being installed on all ships. I could be wrong so I shall check the missions quickly. But I guess that in this case, as well as in all the other cases, anything said in FS2 is more canon than a comflicting statement in FS1.
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No. Shima said that the upgraded drives are being installed. You get inter-system ones though.
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This mission will be facilitated by the new subspace drive we have received. For years the GTA has tried to give a fighter the ability to do intersystem jumps. After monitoring the Beta Aquilae engagements, the GTA science colony at Sol has finally been able to solve the puzzle. All GTA fighters are currently being equipped with intersystem subspace drives.
Right you are, Lobo... But I guess that since the GTA was on the verge of destruction, they probably were able to use all available resources on Earth into putting intersystem drives on the remaining fighters they had. However, when the GTVA came into power they probably didn't have any immediate need for intersystem subspace drives on fighters, and probably wanted to spend their money on other stuff.
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Plausible.
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This mission will be facilitated by the new subspace drive we have received. For years the GTA has tried to give a fighter the ability to do intersystem jumps. After monitoring the Beta Aquilae engagements, the GTA science colony at Sol has finally been able to solve the puzzle. All GTA fighters are currently being equipped with intersystem subspace drives.
It does say science colony at Sol. Maybe collapse of the Sol jump node hampered its production like it did to the Prometheus S.
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See? Always back up your files to multiple places
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:lol:
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It was password protected. :P
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It was password protected. :P
:lol: And the only people that knew the password were in Sol.
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TempMech SyndromeTM strikes again!
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The GTVA would try to get the password back using a friendly admin. Unless all of them were in Sol, or defected to NTF.
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ok, lets stop now before THE AWESOME TANGENT POWER OF HLPTM strikes! :shaking:
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Too late - it already did.