Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: Axem on September 30, 2010, 08:44:56 pm
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On today's episode of "What absurd features will those nutty BPers add next...?"
[19:06] <@The_E> Axem, did you get the new force glide build?
[19:06] <@Axem> i will!
[19:07] <@Axem> today!
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[19:08] <@The_E> Also, I would be grateful if you could test it on the AI as well
[19:08] <@Axem> yes
[19:09] <@Axem> could this hypothetically make capital ships glide? :p
[19:09] <@The_E> Well, it does set the correct variables
[19:09] <@The_E> So, in theory, yes
And how...
Thanks to the magic of The_E, watch as a Karuna-class Frigate strafes a Raynor-class destroyer as they bring the arockalypse to the GTVA! NO ONE IS SAFE.
Download Hi-res AVI, 23.3 MB (http://www.sectorgame.com/axem/files/videos/glideattack.avi)
Download Ugly Lo-Res AVI 5.20 MB (http://www.sectorgame.com/axem/files/videos/glideattack_small.avi)
Youtube Link (http://www.youtube.com/watch?v=wW02fSsbPFg)
(Please note turning time is exaggerated to better show the resulting glide and strafe. Federation Capital Ship Helm guidelines recommend you do not turn this fast unless ample supplies of Barf Bags are in stock.)
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Edit: Coolio. We'll see if any fredder takes advantage of this.
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Yes, you could do this. Cos you're a player. the capship AI can't do it, because it's not set up to do it.
I implemented a sexp (force-glide) that will force any ship with glide capability into glide mode. As you can see, it works rather well on glide-enabled capships.
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And with breakthroughs in the previously little known science of momentum capship combat was changed for ever...
For some reason all I can think of now is a Ravana or Sath gliding by going "ololololololol" before firing the main guns.
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Edit: Coolio. We'll see if any fredder takes advantage of this.
Well there's the two BP fredders sitting right here in this thread...
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Rocktacular \m/
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Man, I couldn't even figure out that stand-alone frigate mission. This is going to throw me off even further. :p
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Man, I couldn't even figure out that stand-alone frigate mission. This is going to throw me off even further. :p
You could already glide in that mission. This is glide capability for AI warships.
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This is going to make Capital ship engagements very interesting.
Well done, The E. :yes:
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Man, I couldn't even figure out that stand-alone frigate mission. This is going to throw me off even further. :p
You could already glide in that mission. This is glide capability for AI warships.
...huh. I obviously understood even less than I thought. :p
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I'm one of those... melodramatic fools... neurotic to the bone no doubt about it! :nod: (we need a rock emoticon)
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Hmm. I'm impressed.
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HA! This is what i wanted for soooooooooooooooooooooooo long!!!
THANK YOU!
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Hell, its about time.
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Whoah, that's the ultimate Awesomeness this day. :yes:
Down with the Tevs and Gefs :mad2:
So that's it? Admiral Byrne's secret project?!
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And no-one will ever chase after the Serkr group again when they decide to retreat. :P
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And no-one will ever chase after the Serkr group again when they decide to retreat. :P
jesus christ she's right :shaking:
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sooo... if my team requested anything we get responses of the "get a coder" style. anyone else request anything (especially the "top dogs" of hlp's "modding team hierarchy" get everything laid on a plate in front of them with fine little gold trimmings.
**** yeah. its like some people almost dont even want TAP to ever release something.
[edit] as a side note, no offense to anyone on any particular team, this is just a general statement. which i've made a few times before, so yeah.
[edit#2] since i just now realised i didnt comment on the effect in practice (shush, i know), i have to say that the only thing lacking are side-thrusters on the karuna. (especially if doing circle-strafe maneuvers)
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Side thrusters would have been nice, but they work differently in glide (only when changing speed, while it's realistic, it may not fit FS well).
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That rocks!
And yeah, Serkr Team just reached a new level of terror inducing effectivity.
Regarding the post from pecenipicek:
AFAIK The_E built the new sexp and AFAIK he is on the BP team, so he didn't request anything, but instead took action and did it himself.
And the whole community will benefit from it. Just as it did from all the other awesome features the BP team committed to 3.6.12.
While I do understand a certain amount of frustration upon getting denied requests, I don't see anyone playing favourites here. Just someone building stuff to support their own mod. I believe that's what every modder does...
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sooo... if my team requested anything we get responses of the "get a coder" style. anyone else request anything (especially the "top dogs" of hlp's "modding team hierarchy" get everything laid on a plate in front of them with fine little gold trimmings.
Okay, what. The_E is probably happy to tackle whatever you like if it's as reasonable and easy as this was. The_E is also a BP member so it's just really easy for us to, y'know, ask him.
Why don't you just try asking him? It took one night to implement.
We also have the advantage of being able to do feasibility checks because The_E is right there and he can say when something's impractical.
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Side thrusters would have been nice, but they work differently in glide (only when changing speed, while it's realistic, it may not fit FS well).
Well, sort of. How sidethrusters work in relation to glide depends on your ships.tbl settings. :) Not sure what WiH uses since I haven't played it yet.
Ahem. Anyway, there's a lot of flexibility in how sidethrust (and forward thrust) are handled in glide, including the ability to make sidethrust behave EXACTLY like it does in normal flight in terms of acceleration ramping and max speed. Of course, you'd have to either rewrite the capship AI to take advantage of it or make heavy use of "direct-control" SEXPs.
EDIT: By which I mean the "ship-maneuver" family of SEXPs.
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I actually meant (and thought that Pecinipicek also did) graphical side thrusters, added using $Thruster entries.
In glide, they trigger only when thrust is applied and have fixed lenght in that mode, which is different from how normal FS thrusters behave.
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Why was this stickied?
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Ooops, sorry.
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Ooops, sorry.
wait what
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Ooops, sorry.
I think I just threw up a little in my mouth.
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Side thrusters would have been nice, but they work differently in glide (only when changing speed, while it's realistic, it may not fit FS well).
Well, sort of. How sidethrusters work in relation to glide depends on your ships.tbl settings. :) Not sure what WiH uses since I haven't played it yet.
Ahem. Anyway, there's a lot of flexibility in how sidethrust (and forward thrust) are handled in glide, including the ability to make sidethrust behave EXACTLY like it does in normal flight in terms of acceleration ramping and max speed. Of course, you'd have to either rewrite the capship AI to take advantage of it or make heavy use of "direct-control" SEXPs.
Good sir I would be very interested in discussing these rousings.
[EDIT]Ignore that, let's all talk about catapults. I like them. They go "BROING!"[/edit] (http://www.hard-light.net/forums/index.php?topic=71934.msg1421590#new)
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Side thrusters would have been nice, but they work differently in glide (only when changing speed, while it's realistic, it may not fit FS well).
Well, sort of. How sidethrusters work in relation to glide depends on your ships.tbl settings. :) Not sure what WiH uses since I haven't played it yet.
Ahem. Anyway, there's a lot of flexibility in how sidethrust (and forward thrust) are handled in glide, including the ability to make sidethrust behave EXACTLY like it does in normal flight in terms of acceleration ramping and max speed. Of course, you'd have to either rewrite the capship AI to take advantage of it or make heavy use of "direct-control" SEXPs.
Good sir I would be very interested in discussing these rousings.
Yet more drunken carousals from the captain of the Colossus-of-the-Day!
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I actually meant (and thought that Pecinipicek also did) graphical side thrusters, added using $Thruster entries.
In glide, they trigger only when thrust is applied and have fixed lenght in that mode, which is different from how normal FS thrusters behave.
Yup. Graphical thrusters, sorry for not making it clearer in the post.