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Hosted Projects - Standalone => The Babylon Project => Public Development => Topic started by: FUBAR-BDHR on February 13, 2013, 04:55:48 am

Title: Vree Xill fire points
Post by: FUBAR-BDHR on February 13, 2013, 04:55:48 am
I've been fixing all the fire points since most were not properly aligned with the turrets.   This was probably due to either a PCS2 and/or game bug at one time.  Anyway have just about every turret aligned to within .0005 meters now.  Of course just about the time I'm finishing up I run into the Xill.  With the exception of the anti-matter gun on the bottom I have no idea how the turrets are supposed to work.  Here is a screenshot of where they are actually firing from:

(http://fubar5.fubar.org/tbp/xill_fire_points.jpg)

As you can see they are just floating in mid air and not attached to any objects.  This wouldn't be bad if they were beams since there are several ships (especially the Vorlon ones) that have beams that work that way.  These are pulse weapons.  So the big question is where the heck should these be firing from?
Title: Re: Vree Xill fire points
Post by: Fury on February 13, 2013, 07:35:33 am
http://www.youtube.com/watch?feature=player_detailpage&v=UAsk3ay3e98#t=120s
Title: Re: Vree Xill fire points
Post by: 0rph3u5 on February 13, 2013, 11:14:47 am
I might be mis-remembering here but the layout of that model might have something to do with the old problem that the engine doesn't do turrets on rotating subobjects and there was much more rotation originally planned for this model...

Looking at the shape of the turret subobjects I'd say they were planned to be four-barrel guns but changing them to reflect that would really alter balance...

Stupid idea: Add a huge muzzle flash to the weapon data, so no one will notice the blob appearing between the barrels of physical turret out of thin air.

Less (?) stupid idea: Pull the firepoint back into the model onto the turret subobject ... it will increase the blob flying time by a little bit so there might be a balance problem
Title: Re: Vree Xill fire points
Post by: FUBAR-BDHR on February 13, 2013, 01:11:08 pm
Have to check the video later youtube isn't being cooperative at the moment. 
Checked it and it only shows the bottom turret not the side ones which may not even be canon.

Another solution would be to just add the 4 fire points and let it alternate shots between them.  That way they could be changed to a burst fire weapon in FRED without breaking any existing balance.  As for balance on just moving a firing point that small of a change won't break any balance.  Turrets fire random enough that a small change like that won't hurt. 
Title: Re: Vree Xill fire points
Post by: Vidmaster on February 14, 2013, 08:02:28 am
The video is not helpful, Fury just posted the Shadow Dancing battle scene, we only see the main gun there (which will finally work as advertised in a later Zathras, at the moment it is a joke).
Title: Re: Vree Xill fire points
Post by: wesp5 on February 16, 2013, 06:01:29 pm
Fury just posted the Shadow Dancing battle scene, we only see the main gun there (which will finally work as advertised in a later Zathras, at the moment it is a joke).

Why does the ship need more than the main gun? I would think ships of medium to small size like this one don't need additional guns. See e.g. the White Stars...
Title: Re: Vree Xill fire points
Post by: FUBAR-BDHR on February 16, 2013, 06:11:14 pm
Because the engine doesn't handle a capital ship with only a gun on the bottom well at all. 
Title: Re: Vree Xill fire points
Post by: Vidmaster on February 17, 2013, 09:21:23 am
News to me. Are you referring to the aweful capship AI, I can understand that. But is there really some code issue?

FUBAR and myself talked about the issues regarding this ship and it will stay as it is for the moment. Zathras fixes. Zathras always fixes, good Zathras.
Title: Re: Vree Xill fire points
Post by: FUBAR-BDHR on February 17, 2013, 02:38:11 pm
Just the capship AI.  In fact every time I ran a test mission with that ship it ended up rotating while it turned so it couldn't fire the main gun.   
Title: Re: Vree Xill fire points
Post by: MatthTheGeek on February 17, 2013, 02:46:34 pm
That's why you don't use capship AI, ever. Waypoints ftw.
Title: Re: Vree Xill fire points
Post by: FUBAR-BDHR on February 17, 2013, 02:54:19 pm
Well part of the problem is they aren't really cap ships in the FS2 sense.  They need to behave like fighters at times and cruisers at others.   This is the whole objecttypes problem that has been waiting code review for what 5+ years now?
Title: Re: Vree Xill fire points
Post by: Vidmaster on February 18, 2013, 12:41:42 pm
I do think we are in the 7th now...