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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.
2
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.
9
Between the loss of the Colossus, the anemic firepower of the Hecate, and the aging design of the Orion, the GTVA would need something to fill in the firepower gap in the Terran fleet. Something corvette sized with multiple heavy beams seems like as good a choice as any.
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FreeSpace Discussion / Should the GTVA build a new frigate class of ships?
« Last post by CT27 on April 17, 2024, 05:53:39 pm »
In Freespace terminology, a frigate is a warship that's between a corvette and destroyer in terms of firepower.

After the GTVA has recovered from Capella a little more (though 'recovering' from an apocalyptic level event is a relative term I suppose), should the GTVA develop a new frigate class of warship to add to its fleets?  It could be a Terran one, Vasudan one, or a hybrid design.

Would this be a good idea militarily?
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