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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Towani on April 04, 2003, 11:40:17 am

Title: Flyable Capital Ships
Post by: Towani on April 04, 2003, 11:40:17 am
What do you think the prospects are for adding the ability for players to fly capital ships fully into the Freespace 2 source code project?

Currently the situation is if you set a mission as a Red Alert you can have players flying any ship. One of the biggest problems is that the turrets don't work. Yet the turrets work on the Bombers that have them, so is there something in the source code disabling the turrets if a player is flying a capital ship or non-player ship?

Making your own mission to test flying a capital ship is easy, but I have made an example mission anyway. It's a multiplayer Co-Op mission I've called 'CapShip Race' and it can be found here:
http://www.angelfire.com/falcon/danproject/fsfiles.htm

Here's some notes on the mission:
1. As the game is set up to not allow players to fly capital ships normally it is unstable and may crash during play.
2. There's a bug in FS2 that makes it so there are faces but no message text. As a result you may not know who won until you reach the debriefing.
3. Remember the '.' key on the numberpad allows you to pan around your ship. (Flying a gunless Capship can get boring. But at least you can choose where to fly it.)
4. Try editing the mission to change the Capship you are flying. Some are more fun than others. (Caution: FRED will remove the player starts, so you will have to text edit them back in.)
5. There are no respawns because respawning in a non-player ship turns you into a Ulysses.
6. It takes a while for an Orion to jump out.
Title: Flyable Capital Ships
Post by: FreeTerran on April 04, 2003, 11:42:16 am
:wtf: One PILOT fly a BIG CAPITAL SHIP ?
Title: Flyable Capital Ships
Post by: karajorma on April 04, 2003, 12:51:48 pm
For once I agree with Free Terran. Since you can`t control the turrets the big question is what is the point?

Now if you can get millenium falcon style turrets which you revolve around and shoot at fighters there might be more of a point but flying around at 10m/s is not my idea of fun.
Title: Flyable Capital Ships
Post by: Petrarch of the VBB on April 04, 2003, 12:55:36 pm
Ahh, but if it were made like Allegience, where every ship, every turret is controllable, then FS could be made Massivley-Multi-Player!
Title: Flyable Capital Ships
Post by: FreeTerran on April 04, 2003, 12:57:32 pm
:lol: Imagine you 300 human players steering a Colossus in the multi player mode.

:eek2: OH MY GOD
Title: Flyable Capital Ships
Post by: Petrarch of the VBB on April 04, 2003, 01:02:18 pm
Are you happy? Your pestering has paid off, my little Acolyte.
Title: Flyable Capital Ships
Post by: FreeTerran on April 04, 2003, 01:06:47 pm
Argh....:mad:
Don't named me ACOLYTE !!!
Title: Flyable Capital Ships
Post by: Petrarch of the VBB on April 04, 2003, 01:09:01 pm
Why ever not, my little Somtaaw?
Title: Flyable Capital Ships
Post by: FreeTerran on April 04, 2003, 01:18:05 pm
:wtf: Whats a Somtaaw ?
And how many posts must i write that i'm a Tapper ?
Title: Flyable Capital Ships
Post by: Petrarch of the VBB on April 04, 2003, 01:21:51 pm
Quote
Originally posted by Free Terran
:wtf: Whats a Somtaaw ?
Oh dear
And how many posts must i write that i'm a Tapper ?
You're not. I was a tapper the moment I joined, so were the others. However Shrike must have decided that you are an acolyte
Title: Flyable Capital Ships
Post by: FreeTerran on April 04, 2003, 01:23:26 pm
:( :( :( :(
Title: Flyable Capital Ships
Post by: WMCoolmon on April 04, 2003, 01:23:38 pm
Just make the Orion a little more maneuverable, remove its engines, and you have a...
Hercball bat![/i][/u] :D
Title: Flyable Capital Ships
Post by: Petrarch of the VBB on April 04, 2003, 01:25:34 pm
Quite.

And I suppose the goal would be the hole in an Arcadia?
Title: Flyable Capital Ships
Post by: WMCoolmon on April 04, 2003, 01:34:25 pm
:nod: That's the secret Volition's been keeping all these years.

And the Cain would make a great catcher...:drevil:
Title: Flyable Capital Ships
Post by: Towani on April 04, 2003, 02:37:16 pm
Has anyone ever flown a Star Destroyer or Assault Frigate on XWing Alliance? You only need a modified shiplist.txt.

Of course, capital ship support in that game wasn't fully implemented either. But the turrets do work, just differently: Only around 15 can fire at once instead of all of them, the ones nearest the target fire so which ones are shooting spreads across the ship at the target moves. The fire is much more intense than an AI controlled capital ship and the lasers are always the rebel type. Also it is much easier to disable the systems of a player capital ship but on the other hand the systems auto repair.

In that game there is a tatical purpose to flying capital ships. You can turn your ship to protect the shield generators, which the AI is pathetic at defending. You can also swat fighters if they don't move it once you start turning vertically, as collisions with starships tend to be very deadly. Players know when someone is blindfiring them with missiles too and can quickly target the offending vessel. An AI starship ignores blindfired missiles heading for its hull. With a player flying the primary mission objective the other players can have more confidence in its survival. Following the same old attack routine every time won't work.

In Freespace 2 there is more potential scope. Firstly, you can actually send messages to the other players in game instead of being limited to 4 preset messages. The player would be acutely aware of their ship's status, which may well be a mission objective to protect, and could quickly communicate to allies for assistance. Secondly, even if just the turrets were fixed so they fire and nothing else by using the ignore target order you could redirect firepower more to the immediate threats. Thirdly Freespace 2 is much more moddable so there is the potential for someone to create a much more fun to pilot capital ship, but only if there is the implementation there to build it for.
Title: Flyable Capital Ships
Post by: Galemp on April 04, 2003, 02:39:03 pm
:lol: :rolleyes: You'd get more leverage on the Colossus though. Smack a Demon into the arms of a Sathanas... :D

Just to make this post not entirely spam, don't forget about the subsystem-damage gague on your HUD. Too many damaged turrets and the game crashes. Good capship flying would only be possible, IMO, in Freelancer, where you can control the turrets either as gunpoints or in tracking mode. (I'd like to see an automated mode, too, but that's not relavent.)
Title: Flyable Capital Ships
Post by: KARMA on April 04, 2003, 02:53:03 pm
i'd like to fly a capship in game only in multiplayer and only if this mean that the capship commander have an overall strategic view (with something like homeworld commands)
that would be great...but this would also mean a completely different kind of game than actual fs2...
Title: Flyable Capital Ships
Post by: Hippo on April 04, 2003, 07:20:49 pm
I made a mission for flying an orion... ships could leave MY hanger too, but beam damage would crash the game, and you can't warp out because the orion only hits 15m/s...
Title: Flyable Capital Ships
Post by: ##UnknownPlayer## on April 04, 2003, 08:17:10 pm
Interestingly most of the problems here just sound like they need to be isolated and have some bounds checking added (most crashes = overwriting memory you don't own). I reckon we could make flying capships pretty damn stable in fs2_open.
Title: Flyable Capital Ships
Post by: StratComm on April 04, 2003, 08:35:54 pm
Quote
Originally posted by Free Terran
:wtf: One PILOT fly a BIG CAPITAL SHIP ?


What, you would expect more than one person to fly the thing?

Pilot 1:  "Coming to port 25 degrees, hold her steady..."

Pilot 2:  "No, let's go left!"

Pilot 1:  "But I'm going right!"

Pilot 2:  "I want to go left!"

And the ship gets lost in confusion as it trys to simultaneously turn in opposite directions...

Seriously though, the pilot wouldn't be the commanding officer (or even necessarily close to command-level) but there would still be only one pilot.

As for player-flyable capships, make the forward beam array primary, but let the rest of the turrets operate autonomously at an enhanced level of AI.  That way you wouldn't have to multitask so much when controlling shots and such, just point and shoot.  The orion would be problematic, as it has no forward beam weaponry to speak of (they are only on the big double-axis turrets, not actually forward-facing) but most FS2 ships would do fine with some [extensive] modification.
Title: Flyable Capital Ships
Post by: Fetty on April 04, 2003, 08:42:26 pm
"gunships" would be more fun
they actualy move :)
you got a few forward facing guns/beams
rest is ai controle
that could be fun actualy
Title: Flyable Capital Ships
Post by: Solatar on April 04, 2003, 09:25:26 pm
Quote
Originally posted by StratComm


What, you would expect more than one person to fly the thing?

Pilot 1:  "Coming to port 25 degrees, hold her steady..."

Pilot 2:  "No, let's go left!"

Pilot 1:  "But I'm going right!"

Pilot 2:  "I want to go left!"



I thought port WAS left...:D
Title: Flyable Capital Ships
Post by: kasperl on April 05, 2003, 03:26:13 am
mmm, another idea on the HUD problem, what about making all of the turrets appear as one subsystem, with the average damage of all the turrets?
Title: Flyable Capital Ships
Post by: FreeTerran on April 05, 2003, 03:29:11 am
hmm.....
Thats a big problem and i think we fly better fighter and bomber not capships or ?
Title: Flyable Capital Ships
Post by: J.F.K. on April 05, 2003, 05:15:35 am
The FL style, where you automatically fire with all guns which can face in the direction you point, is quite good. It would be nice if the rest of the turrets/guns (the ones that are out of range) would be slaved to the AI, to guard your back as it were.
Title: Flyable Capital Ships
Post by: diamondgeezer on April 05, 2003, 06:28:45 am
Quote
Originally posted by Free Terran
i think we fly better fighter and bomber not capships or ?


Assuming I've translated this right, this is the smartest thing you've ever said...
Title: Flyable Capital Ships
Post by: Towani on April 05, 2003, 11:44:11 am
Quote
Originally posted by Hippo
I made a mission for flying an orion... ships could leave MY hanger too, but beam damage would crash the game, and you can't warp out because the orion only hits 15m/s...


The Orion does warp out but it takes about thirty seconds. 15 to power up the jump drive, another 15 to get half way into subspace before the game decides it's time up and ends the mission.
Title: Flyable Capital Ships
Post by: ##UnknownPlayer## on April 05, 2003, 11:00:42 pm
You know what we really need to do? Code a proper result for if you blow out a cap ship's drives when it's midway into a subspace portal. You know, make the portal collapse, a shockwave explode, some debris appear and for the game to register the ship as definitely killed.
Title: Flyable Capital Ships
Post by: Sesquipedalian on April 06, 2003, 03:12:22 am
Now that is a good idea.
Title: Flyable Capital Ships
Post by: Terorist on April 06, 2003, 03:23:53 am
Agreed. It might be a little tricky to code, though. (Correct me if I'm wrong.)
Title: Flyable Capital Ships
Post by: Sesquipedalian on April 06, 2003, 03:39:49 am
Maybe, maybe not.  Right now the problem is that the engine doesn't really know how to handle that scenario.  The trick would really be only to tell it how.

I've had it happen that I disabled a ship after the warp-out sequence has begun.  The ship didn't proceed through the subspace aperture, but it already counted as departed.  The ship would sit there for a while in space, and then vanish.  Not so good, really.
Title: Flyable Capital Ships
Post by: Terorist on April 06, 2003, 03:54:18 am
Yup, I've done the same. First time that I remember was from FS1, with a Lilith. I was expecting a pretty lightshow, but was disappointed. :-)
Title: Flyable Capital Ships
Post by: Black Wolf on April 06, 2003, 05:07:42 am
Quote
Originally posted by Fetty
"gunships" would be more fun
they actualy move :)
you got a few forward facing guns/beams
rest is ai controle
that could be fun actualy


Muah ha ha ha ha....

[Translator]This can, and has been done. And Is very cool :)[/Translator] ha ha!
Title: Flyable Capital Ships
Post by: Hippo on April 06, 2003, 08:52:55 am
Quote
Originally posted by Towani


The Orion does warp out but it takes about thirty seconds. 15 to power up the jump drive, another 15 to get half way into subspace before the game decides it's time up and ends the mission.


I docked mine to an isis, because its the only forward facing docker to an orion... freespace made the huge warp hole, but i only got partway before the timeout limit expired... looked funny tho... i'll try the fs1 version... mabey it'll work there...