Author Topic: Launch and landing...  (Read 13887 times)

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Offline karajorma

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It's the other way round that's harder actually.
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Offline Thaeris

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After looking through the previous statements/speculation pertaining to launch, I find that statement quite surprising, Kara. Thank you for the swift response, by the way.  :yes:
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Offline MR_T3D

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After looking through the previous statements/speculation pertaining to launch, I find that statement quite surprising, Kara. Thank you for the swift response, by the way.  :yes:
isn't the tube lauch like WC's autopilot, and just spawn player in tube, force them to fly straight for 5s, then give player control?
maybe some trick FREDing could make it so to launch from moving ship, the Left or right thruster is also on in 'launch mode' to keep it from hittting the ship's sides?

 

Offline headdie

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i presume difficulties when tube launching amount to aligning the launching fighters and getting the speed/acceleration right

where as landing you have the crucial proximity trigger to get round
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Offline Deckard

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It's the other way round that's harder actually.

So are you getting close to any decent ingame solution for this matter?.

IIRC, a series of tricks as the fighter gets spawned in the tube could fill the gap... tricks like temporarily disabling collision effects, blocking the user's control during the launch, working out FRED scripts for the dynamic path along the tube, and yada yada.. did you guys tried those and were'nt worth?.

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Offline MR_T3D

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It's the other way round that's harder actually.

So are you getting close to any decent ingame solution for this matter?.

IIRC, a series of tricks as the fighter gets spawned in the tube could fill the gap... tricks like temporarily disabling collision effects, blocking the user's control during the launch, working out FRED scripts for the dynamic path along the tube, and yada yada.. did you guys tried those and were'nt worth?.

BTW, hello there. Long time no "see" you guys! =)

doesn't he mean that the landings are harder to do than the takeoff's

 

Offline Colonol Dekker

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How about using a Camera instead of the actual player ship for the launches? Extreme accelerations and lack of clipping may be helpful. But I wouldn't know how to attach a cockpit to it though. . .
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The biggest problem with tube launch in galactica is that they're placed laterraly and not in front of the ship.
When the tube launch are in the front of the ship the launcher and the launched may follow the same waypoint.


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Offline Deckard

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Nice to see you back Deckard  :)

Hey there Sidestep! =)



/* doesn't he mean that the landings are harder to do than the takeoff's */ 

Nopers


/* The biggest problem with tube launch in galactica is that they're placed laterraly and not in front of the ship.
When the tube launch are in the front of the ship the launcher and the launched may follow the same waypoint.
*/

That's why I asked on whether scripts may fill the gap or not at correcting the launching path.. or something. Anyways I'm pretty rusty actually. It has been almost an year without getting involved into this prj.

Hope Kara or the others throw some bone on this matter =)
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Offline Deckard

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No bone.. np.. :) although after reading the other forum for a while I pseudo-realized on that seem to be engine based issues
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