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SerialMascot:
Astral Storm... Is there even a value for  the sidethrust? I think it's just on and off no?  If it's just a momentary input, and they don't add your feature request of a side thrust axis, I don't think I'd want to add more clutter to the HuD or the gauges. What it really needs is a sound. The lack of feedback  feels unnatural to us and it really breaks immersion. I bet once I put it in there, it will feel right to you. It's all about the right feedback. The engine sound is also broken in Freespace, but I'll leave that to you guys to figure out.

If they do add a sidethrust axis, and I do like your FR btw, then I would redo the entire flight model, and I'd want a prominent on screen display for that. You probably already got an idea for what I was going for if you saw the video with the on-screen controls. (your idea, and a good one)

AstralStorm:
Oh, I have not looked into flight tables, but I believe there are thrust values for ships in all directions. The side ones in at least the few ships I tried are super weak. Holding the thrust keys takes a while to even move the ships. The thruster is on par of 5-10 units on a Valkyrie with max boosted engines?
And that is one of the stronger ones.

SerialMascot:
yes

all the ships have sidethrust

but my point was that there is no range of values to generate a useful hud indicator

I think it's either ON or OFF, but correct me if I'm wrong

The forward thrust (combined with correctly toggling "glide") is intended to be the main way you get from A to B, with afterburner supplementing that because you can't always overclock the engine.

The side and reverse thrusters are INTENTIONALLY WEAKER. I don't know how else to to explain this.  :banghead:

Making them as strong as the forward ones pretty much results in "Descent 1" flight, which is not what I'm looking for. I loved Descent and Overload, but circle strafing gets old fast in wide open spaces, and also the A.I. is way better at it and you will die too much.

The velocity vector NEVER DISAPPEARS. I PROMISE!!! You just aren't looking where it goes.

Iain Baker:
Plus, you can always alter the speeds yourself by editing the ship table. You could have your ship fly sideways at 1000mps if you really wanted to although I suspect you might crash if you did 😂 look up Reythan’s asset release thread for details of how to DIY which is what I started doing before SM started doing this 👍

SerialMascot:
UPDATES:

Cockpits
Reshaped the struts on the Apollo (again :wtf: ) . They are better now for both 6-dof users and legacy-mode camera controls.

Flight
I made some pretty massive changes to the flight and AI, so be sure you're using FS1 Flight 2.2.0 or greater. You should notice a bunch of differences. Your dudes and the bad guys should all be able to do the silly stuff you do. Many.... many variables are adjusted to account for this.

Difficulty
This has been tuned back and forth quite a bit. Once you get comfortable with the flight mechanics (not trivial) I want you to be able to win stuff on "normal" without too much practice/repetition. Normal should still be unforgiving if the player is making flight mistakes and going off course or exposing himself to attacks. Balance between friendly and hostile AI was also addressed.

Missions
By popular demand I have rescaled some FS1 missions. They are FREDDed to be fun either in multi or in single player. For single player, you can optionally disable PXO to skip PXO, and you can also use the "skip mainhalls" FSO setting for convenience. Look for the four co-op missions that have "S_" at the start of the file name. Full repairs are enabled for the support ship. You really can't take much punishment in the pre-shields missions so use it. AI wingmates will use it like in Blue Planet. These missions are currently balanced for zero respawns (not very immersive lol). I think if your multi friend dies, just restart the mission like you would in single player. And maybe watch each other's back on the next attempt.

Eve of Destruction
Be aware that some Vasudan craft are still damaged after being pushed back towards the Orff's sector.
Targeting the guns (you or your wing) on the transports and freighters is a good idea.
The Orff can fend for itself for at least awhile, so you can repair/rearm if you can find a safe spot, but don't let your wings die while you do it.

Field of Battle
This mission can be a moderate test of your mastery of the controls and your situational awareness. Use the DRADIS radar (should be in the latest cockpit updates) together with the on screen radar and the wing hotkey. Keep in mind that the enemy wings will now "wake up" at 2000 fsu. The challenge is to keep your force together and only fight one at a time, repairing/rearming as needed. The Vasudan ACE is a real asshole, but you don't have to kill him.

Small Deadly Space
Taking out the freighters before they escape is hard but doable, but it's probly more fun to let one get away and fight all the backup they call. Disruptors are viable. Don't forget Delta is a "reinforcement" wing you can call.

The Hammer & the Anvil
You really need to focus on quickly deleting those Shivans that target the cargo or the transports. It can be easy to get distracted and split off dogfighting one that's doing something else. I have something in mind for the end of this mission to demo a new feature. For now, don't worry about the HoL traitor craft, but stick around at the end for a small bonus fight against nimble Vasudan fighters.

Suggested "as-is" ST:R missions:

Silence All Voices
Credit to Goober. This is a very replay-able one. Try beating it with and without participating in the big dogfight, and with the different available ships.
The easiest tactic imo: Let all the AI friendlies stay busy dealing with the big fight where you get dropped off, and deal with the two transports yourself or with a multi buddy. Pilot a Hercules with Prometheus or Avengers and at least one bank of Disruptor missiles, which make dealing with the transports manageable. They are more challenging if screen shake is enabled. One solution for preventing the 2nd transport from using the communications relay is murdering the communications relay.

More Than Meets the Eye - Ghosts
Double header/Red Alert mission. recomended

He Who Rides The Tiger
Make sure you have engine energy to use afterburners or the Shivan Gremlin will kill you. I might need to tweak that. The waves come in a bit close with the new speeds, but it doesn't really matter. You will end up not having to rely as much on AI when things get spread out towards the end, but this works ok imo, maybe could use something for more danger at the end. Interested if Goober has an opinion on how things are changed and what might be scaled in FRED to keep the original intent working.

Hellfire
I have had more fun in multi playing this mission than any other. It's really hard to get all four cruisers, but remember that's not mandatory, just better in the campaign. You can take turns being the bomber, or the fighter cover, or the subsystems killer and disruptor missile boat. Having humans playing the different roles is very satisfying, but it's FREDded nicely and plays well in single player also.

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