Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Grizzly on May 12, 2007, 01:34:23 pm
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Using Beyond the Red Line and Sushi's velocity mod as a template, I added inertia to all the FS2 fighters, so they:
- move much faster (Sushi's velocity mod!)
- Handle like the BtRL ships, more "Realistic"
Recent Changes
1.1:
- came up with a nice name
- Glide enabled on all fighters, the Artemis D.H. the Bakha, and that other vesudan medium manouvrable bomber.
- The Artemis D.H now really handles better then its normal counterpart.
- SCP only now (thanks to $Glide and modular table!).
1.2:
- Bombers suffer from inertia much more now (first they almost didn't)
1.2B (fork)
- Artemis D.H. now the same as the original artemis again
- Glide completely removed
RealFlight 1.1 (http://www.savefile.com/files/717771) old
RealFlight 1.2 (http://www.savefile.com/files/720833)
RealFlight 1.2B (http://www.savefile.com/files/739936) (B Versions do not have $Glide added to the fighters and some of the bombers, for the rest, they are identical to their same version number counterpart)
I went to savefile because hosting provider has problems with uploading
The same mod for the FSPort (http://www.hard-light.net/forums/index.php/topic,47085.msg959291.html#msg959291)
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Link doesn't work.
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I have DLed the file, Shiv. I will send it via MSN...
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link updated
lycos doesn't like direct linking, so I made a plain html file
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Thanks, guys :D
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I like it! Especially the $Damp settings.
Two things:
May I recommend adding Glide: YES to all the fighters? :)
Consider doing these as tbm instead of tbl? That way it is easier to adapt to mods. Plus you don't have to include all the ships you haven't changed.
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Should we coordinate better this MOD? There's another thread about a similar subject, created by Nico. We don't want to have two separate things running...
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SCP only?
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Well Nico's thread is about Sushi's velocity mod and this mod is inspired by it... Sushi's is probably not going to be updated, this one is. Different threads, different mods, similar topics. ;)
IMO inertia with higher $Damp values doesn't work quite right on non-SCP. Tends to fishtail more than drift. Plus I don't think retail had lateral thrusters (without the Descent cheat at least). So if you want non-SCP get the Sushi's velocity mod.
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I'll have to get this.. interesting.
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Realflight 1.1 released
Recent Changes
1.1:
- came up with a nice name
- Glide enabled on all fighters, the Artemis D.H. the Bakha, and that other vesudan medium manouvrable bomber.
- The Artemis D.H now really handles better then its normal counterpart.
- SCP only now (thanks to $Glide).
RealFlight 1.1 (http://www.savefile.com/files/717771)
I went to savefile because hosting provider has problems with uploading
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Sushi's another old fogey who decided to disappear from FS. :(
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EDIT: I now have the file thanks to DySkO :)
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Hmm. With this mod the AI is pasting my (or rather my convoy's) ass in the Into The Maelstrom mission (the Colossus fuel convoy escort). The bombers manage to pull off two salvo launches before I manage to frag them. Pretty cool otherwise.
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In The Sixth Wonder the Zeus launch their torpedoes shortly after their arrival...but they remain easy to kill.
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I just have one question, how to get this mod working. have placed the files in with the IBX files and other places i can assign a buttong to the glide function but i can't glide in the game.
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Do you have BtRL? Everything is explained there. And be sure you're using this MOD(check it, open the Launcher).
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Plus I don't think retail had lateral thrusters (without the Descent cheat at least). So if you want non-SCP get the Sushi's velocity mod.
Actually it did. Watch the Mara's very closely next time you play. :)
But due to the esoteric key settings and the fact that few people noticed it most people think that thrusters are a new feature. :)
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True, what I meant was actual controls for the lateral thrusters... or did it have those too and I was also one of those people that didn't notice it? ;)
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I'm sure I read something about them...maybe in a "get yourself started" section?
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i think i am using this mod. just downloaded the files from the link and placed the two files various folders got a option of asigning a button to glide but has no effect.
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True, what I meant was actual controls for the lateral thrusters... or did it have those too and I was also one of those people that didn't notice it? ;)
Lateral/vertical thrust controls were all in vanilla FS2, you just had to map some keys to them. Wouldn't do you much good tho since only the dragon in FS1 and the mara in FS2 had table entries for these speeds.
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But both the Mara and the Dragon were able to hide their particular abilities :D
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True, what I meant was actual controls for the lateral thrusters... or did it have those too and I was also one of those people that didn't notice it? ;)
Lateral/vertical thrust controls were all in vanilla FS2, you just had to map some keys to them. Wouldn't do you much good tho since only the dragon in FS1 and the mara in FS2 had table entries for these speeds.
IIRC, all the other ships had entries for these speeds, too... "0" :p :lol:
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Well answered you guys, thanks :) Anyway, I do think the Glide feature is worth it. Especially with my new changes (http://www.hard-light.net/forums/index.php/topic,46908.0.html) :D
i think i am using this mod. just downloaded the files from the link and placed the two files various folders got a option of asigning a button to glide but has no effect.
Seeing this option does not mean the mod is activated, or even installed properly. Where have you placed the files? For if youhave placed the files in with the IBX files and other places
it is likely incorrect.
I recommend reading this part of karajorma's FAQ: Installing Mods (http://homepage.ntlworld.com/karajorma/FAQ/installingmods.html)
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True, what I meant was actual controls for the lateral thrusters... or did it have those too and I was also one of those people that didn't notice it? ;)
Lateral/vertical thrust controls were all in vanilla FS2, you just had to map some keys to them. Wouldn't do you much good tho since only the dragon in FS1 and the mara in FS2 had table entries for these speeds.
I meant 'player flyable ships' btw when talking about the dragon and the mara, other shivan ships have... X and Y speed entries superior to 0 :p
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I just have one question, how to get this mod working. have placed the files in with the IBX files and other places i can assign a buttong to the glide function but i can't glide in the game.
You are supposed to put them at tables
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for the lateral thrusters, I use the folliwing config:
Num2,4,6,8: moving left, right, up, down
5: Glide
numpad enter: Afterburner
UPDATED:
1.2:
- Bombers suffer from inertia much more now (first they almost didn't)
RealFlight 1.1 (http://www.savefile.com/files/717771)
RealFlight 1.2 (http://www.savefile.com/files/720833)
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Got the mod working thank you for the advice :p
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1.2B released!
Following some of the advice in this thread (http://www.hard-light.net/forums/index.php/topic,47082.0.html), I decided to create a seperate version wich does not have glide, but still has the high speed and inertia, the B version is updated together with the "old" version, so you may chose wich one you would like.
1.2B (fork)
- Artemis D.H. now the same as the original artemis again
- Glide completely removed
RealFlight 1.2B (http://www.savefile.com/files/739936)
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Following some of the advice in this thread (http://www.hard-light.net/forums/index.php/topic,47082.0.html), I decided to create a seperate version wich does not have glide, but still has the high speed and inertia, the B version is updated together with the "old" version, so you may chose wich one you would like.
Excellent! I was about to request it! :D
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So its just the speed?
Thats it?
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So its just the speed?
Thats it?
No, the fighters (still if you talk about B version) suffer from inertia to, like I-War, Battlestar galactica, and Elite II.
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Uhm, I have a little request...
What about a more reasonable table...minimal inertia and velocity values inferior to the ones you set(but always better then original FS2 ones)?
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Uhm, I have a little request...
What about a more reasonable table...minimal inertia and velocity values inferior to the ones you set(but always better then original FS2 ones)?
ehm... Inferior?
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That's what I meant...
We have a spacecraft. Its max speed is 90m/s. Your tables improve it to 180m/s. Could you create a table in which the speed of that spacecraft is, for example, 140m/s?
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you can do it yourself. open the tbl with a text editor, search for the relevant values and change them...easy
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I know it's easy. Balancing the result would be a problem. Joshua has some experience, unlike me.
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Then I dont understand your issue
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I know it's easy. Balancing the result would be a problem. Joshua has some experience, unlike me.
I have not! I just used sushi's velocity mod.
But I do have a nice idea to keep it balanced...
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*Pops into thread*
Did someone say...balance? :p
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Well, I don't think we can simply add new features without balancing the result. That's why I'm not modifying the tables by myself at the moment.
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1.2b doesn't work well with Retail, although it handles WAY better there are missing ships and such.
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1.2b doesn't work well with Retail, although it handles WAY better there are missing ships and such.
Well, I said these tables where SCP Only for a reason.
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I should take a look at this some time, would you mind?
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1.2b doesn't work well with Retail, although it handles WAY better there are missing ships and such.
Well, I said these tables where SCP Only for a reason.
Thought you said 1.2b worked with retail, seeing as how you removed $Glide.
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Play the mission and tell me what do you think :blah:
The mission is simple, but...there's something you should check. :rolleyes:
[attachment deleted by admin]
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Version 2.0 is going to contain 3 (or 6) different versions, slow (normal speeds) medium (something nice in between) and fast (sushi's velocity mod + inertia). all damp factors will be the same (1.0) and the side and up and down velocity should be the same as the forward.
for example:
Velocity: 50, 50,50 for a herc
velocity: 65,65,65 for a erynies (slow version)
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I like it. I actually have a slight sense of speed now. Problem(s): The Myrmidon doesn't seem to handle like an advanced space superiority fighter, and the inertia is a little disorienting, especially when I zoom in behind a friggin' Hercules and line up a shot only to have my fighter slide off. :P Other than that, it's great.
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Have you tried that simple mission? :blah:
Joshua, I suggest you to check it out...
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Have you tried that simple mission? :blah:
I wasn't even talking about your mission.
And I find it boring. :P
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Work in progress version:
http://www.savefile.com/files/760330
This is from the upcoming 2.0 version.
inertia-shp.tbm and weapons.tbl are the sushi's velocity mod versions
slowinertia-shp.tbm is the slow version using the normal speeds with inertia, just to show you how it looks like.
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make a retail .tbl with inertia and no glide and I will 10 this.
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Files are gone.
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Another thing I completely forgot:
Can you please add a "What have I done?" section to your first post in this thread? Describe your edits so that people know the procedure(I'd like to modify some Inferno ships, for example).
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:necro:
You know, the PM system does work.
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But they can remain undetected. It's always better to post.
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Files are gone.
Quoted for emphasis....
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Come to think of it, I might have a copy of the mod stashed away. I'll go see if I do and upload it on FS2mods if it's there.
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Well?
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Don't mean to poke or prod anybody but this is something I'd very much like to try in Freespace. I know I arrived in the thread a day or two after the discussion died down. Does anybody have the MOD that would be willing to upload it?
Kinda sad that only two people seem to be upset about the missing link.
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I'm upset about it as-well, I've never got to try it... :(
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Yeah, I checked a few days ago, but didn't find anything and forgot to post. Sorry. :( I had known I had downloaded it once to compare to Velocity mod to learn for Fast mod's development, but I guess it got deleted when I reinstalled FS2.
Anyway, if you can't find this mod and are still interested in something similar, go download Fast Mod from Freespacemods.net
The ships in fast mod, obviously, go fast, and in addition to that dampening was added, along with a few new weapons and ship variants, and an optimized campaign. :)
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This is a cool mod, and if you get it, don't get the b version, as it doesn't have glide.
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Could only find 1.1 - Don't know if it is of any help.
http://files.filefront.com/joshinertia1+1rar/;10172545;/fileinfo.html
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Thanks. If only Josh was here.
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His e-mail is in his profile.
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Right. Good idea.
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Thanks for posting it up, I tried it out and I actually like it a lot. It makes dogfighting a lot more interesting. I'm toying with it a bit for my little pet project and it adds a little bit of realism to the whole thing. If you give the AI enough intelligence and such a 2 vs 2 or 4 vs 4 dogfight is fairly balanced even with the player on one side.
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It'd be even better if we could have multi matches with it.
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On my first multi match ever, I forgot to turn it off, and pwned everyone in a Herc II. And I was flying against CP!
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Thanks for posting it up, I tried it out and I actually like it a lot. It makes dogfighting a lot more interesting. I'm toying with it a bit for my little pet project and it adds a little bit of realism to the whole thing. If you give the AI enough intelligence and such a 2 vs 2 or 4 vs 4 dogfight is fairly balanced even with the player on one side.
That's what I said ages ago...
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You know the fast mod on FSMods.net ? Well, I edited it a bit to have it like a different FS2 storyline. Blue Shivans, beta main-hall music, high speed and slide, etc.
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No but I was among the first ones to appreciate this kind of changes. Proof: check the first pages of this thread.
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Sorry I stole your thunder...
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Eh? Uh? What? Yeah... :nervous:
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He hasn't replied.
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Seemed to me like a "hey, this is cool" replied to by a "I said it first! look, here's proof!". Apologies if it was misconstrued.
Hm..Seems if I add left/right/up/down velocity to my ships, it actually somehow increases to maximum FORWARD speed as well.
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Maybe it's possible if combined with inertia, but I'm not sure.
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Maybe it adds the vectors to calculate the maximum speed in any direction?
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Reminds me Maths...who knows, that may be true.
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Maybe it adds the vectors to calculate the maximum speed in any direction?
That was it. It used to do that. I fixed it last month. :)
On the general speed / momentum subject, may I recommend the $use_newtonian_dampening (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24use_newtonian_dampening:) setting :D This way there's more momentum, less fishtailing.
$use_additive_weapon_velocity (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24use_additive_weapon_velocity:) is pretty interesting too, but a little harder to get used to. Fixed the lead indicator to work better with it last month, too.
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Bump cause Josh is back.
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Bump cause Josh is back.
Er, why not PM the guy instead if you're looking for the download?
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So that the rest of you can get it. :rolleyes:
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So that the rest of you can get it. :rolleyes:
Admirable, but . . . so, instead of asking the guy for his files, you're going to bump two threads, hope he notices that you did, and furthermore hope that he's using his psychic powers to read your mind and figure out that by bumping the threads, you're really asking for the files again?
Why not:
1 - Ask him directly for a link to files and/or to post a link in the forum for everyone
2 - or if he just gives you the link, post the link yourself and says "yay, everyone enjoy".
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Hey is there a way I can have the glide feature in the game without the velocity mod? Sure, the higher velocities are probably more realistic, but it makes trying to shoot the enemy a very drawn out affair.
Its only one file, so will I have to change something in the code (hope I can use notepad or something)?
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Hey is there a way I can have the glide feature in the game without the velocity mod? Sure, the higher velocities are probably more realistic, but it makes trying to shoot the enemy a very drawn out affair.
Its only one file, so will I have to change something in the code (hope I can use notepad or something)?
No coding needed, just DL a VP editor, extract the ship.tbl, open it in a text editor ( notepad ), and add this line:
$Glide: YES
check the wiki, where exactly to set the entry:
http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Glide:
then save ( not save as !!) and place it in the tablefolder of a new modfolder, something like MYMOD/ data/ tables.
Or you can check the Blue Planet board in the Blackmarket childboard and DL the package there, but make sure to read the instructions or info.
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Savefile is down.
Any possibility of an fsmods link, or...?
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Does anyone still have these mod files? Would be grateful if someone can share these :)
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-Joshua- is still around, you might want to send a PM with a link to this thread.
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-Joshua- is still around, you might want to send a PM with a link to this thread.
Thank you will try to contact him :)
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1.2 version but not B (https://sectorgame.com/fsfiles/download/dXBsb2Fkcy9Nb2RpZmljYXRpb25zL01pc2NlbGxhbmVvdXMvUmVhbEZsaWdodF9tb2RzLnppcA==/h/c783581b066126054bdcffca2c01f733) but maybe there is... :nervous:
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1.2 version but not B (https://sectorgame.com/fsfiles/download/dXBsb2Fkcy9Nb2RpZmljYXRpb25zL01pc2NlbGxhbmVvdXMvUmVhbEZsaWdodF9tb2RzLnppcA==/h/c783581b066126054bdcffca2c01f733)
wohoo thank you so much :D :D :D
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Thanks for showing interest in this, it's fun to see that people are still interested in things that I made 10 years ago.
When I was 15 years old even xD
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Can Knossos support this?
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Can Knossos support this?
You can upload every (useful) mod there you want, I'm just unsure whether this one, which doesn't have any missions as far as I can see this falls into the same category. Unlike assets or campaigns, this kind of work is often forgotten...
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This looks like a case for the not-yet-implemented "extension" mod type. An extension is something like this or the cockpit mod that isn't really a mod in itself but can be added on to other ones.
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The main reason why such mods are often forgotten is, that they change the balancing of the game completely.
Actually such mods need missions and campaigns that are adapted to the new physics of the game. This mod in an unchanged FS2 campaign would cause many problems...
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This looks like a case for the not-yet-implemented "extension" mod type. An extension is something like this or the cockpit mod that isn't really a mod in itself but can be added on to other ones.
Knossos keeps getting updated with neat things. :) But without adjusted content it's rather short time entertainment. Even Fury AI isn't fun without balancing.
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If you want to get an adapted campaign on a similar physic set, Fightermedic made his own Diaspora-style physics mod for his Lightning marshal remakes. Check it out! (https://www.hard-light.net/forums/index.php?topic=84092.0)