Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Galemp on March 24, 2003, 06:21:11 pm
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Check this out:
Stick a Sathanas in a mission. Target the nearest engine subsystem on one of the arms. Force your guns to Shivan Super Lasers and blast away until the subsystem's destroyed.
Notice that that engine glow stays!
Engine glows only go away once the craft is disabled, and then they all disappear at once. Since each glow is already associated with an engine subsystem in the POF, can't we have the glow go away once it's associated engine subsystem is destroyed?
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I never knew that. Now that I do, I'd really like it fix0red :nod:
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You probably didn't know because it takes ages (even using Helios) to disable even a single engine subsystem on the Sathanas. I've tried that, took me ages even at x4 time.
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Does the Deimos have the same issues? I can't remember off the top of my head...
If you're going to fiddle around with multiple engine subsystems, would it be possible to hjave some sort of damage system for multiple subsyetems that actually affects your top speed? ie. if you were to take out one of three engines, the ships top speed would reduce to two thirds of its top speed on all three engines.
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All ships have that issue, not just the Sath. I noticed it when making multiple engine subsystems for the Hades.
Let's deal with the glows first, then lowering the top speed... quick small fix now is better then meddling around with something for ages.
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Originally posted by Black Wolf
ie. if you were to take out one of three engines, the ships top speed would reduce to two thirds of its top speed on all three engines.
This is also A1 SUPAR. Someone get a programmer in here, quick :)
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Originally posted by Black Wolf
Does the Deimos have the same issues? I can't remember off the top of my head...
If you're going to fiddle around with multiple engine subsystems, would it be possible to hjave some sort of damage system for multiple subsyetems that actually affects your top speed? ie. if you were to take out one of three engines, the ships top speed would reduce to two thirds of its top speed on all three engines.
Well you can simulate this currently with SEXP's but it is pretty tedious. Make sure that the amount the ship slows down isn`t hard coded though. Instead do it as part of the table. Add a parameter to the engines that is the percentage of the total power that each engine provides.
I.e the main engine provides 50% of the power so you lose half the speed if that's taken down while engines 2 and 3 provide 25% each.
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each engine subsustem should be giving a % strength of thrust so as you desroy them it slows down as well
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Originally posted by Kazan
each engine subsustem should be giving a % strength of thrust so as you desroy them it slows down as well
This should already happen...I've noticed a Deimos slows down when you plug one of its engines.
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They certainly slow down as they take engine damage.
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Originally posted by diamondgeezer
I never knew that. Now that I do, I'd really like it fix0red :nod:
Neither. We need more people like you, GE! More pedantic nitpickers! :D [jk]
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Yes! Now if only someone would pay attention to me and actually do something... :sigh:
*mourns the demise of his Electronics Flag thread*
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Originally posted by IceFire
This should already happen...I've noticed a Deimos slows down when you plug one of its engines.
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weird-- i remember noticing that some ships dont
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Originally posted by Kazan
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weird-- i remember noticing that some ships dont
Well if you leave two engines at 75% integrity they are still going to work I think at 100% output. Its when you get down to 30% integrity the ship really slows. I know it really works on the Moloch and Demios because I've pulled both of those ships apart before :D
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Originally posted by GalacticEmperor
Yes! Now if only someone would pay attention to me and actually do something... :sigh:
*mourns the demise of his Electronics Flag thread*
Bah, you give up too easily. :p I took a look at the code, and it will be very straightforward to implement the flag. I won't have time to do it for another week or so, though. Keep bumping. :nod: