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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Solatar on April 05, 2003, 08:29:35 am

Title: two afterburners
Post by: Solatar on April 05, 2003, 08:29:35 am
Could we define two sets of afterburners? For example the Tab key activates burner on and the "J" key activates burner two. They both draw from the same energy source, but they are different speeds.

Burner one could be your standard afterburner, burner two could make your ship go say 1500 m/s. That way we could have a sort of ingame "warpdrive" thingy.
Title: two afterburners
Post by: FreeTerran on April 05, 2003, 08:35:09 am
:wtf: 1500 m/s thats too fast.
Title: two afterburners
Post by: Stunaep on April 05, 2003, 08:40:12 am
I *shudder* agree with Free Terran. We have the 60 km limit, remember.
Title: two afterburners
Post by: karajorma on April 05, 2003, 08:41:30 am
Quote
Originally posted by Free Terran
:wtf: 1500 m/s thats too fast.


Rubbish. Wing commander did something similar. It's not a bad idea but I`d prefer to see it as an add on pod like in WC. If you have the nitro injection pod (or whatever you call it) then you can`t carry as many missiles. and it takes up one of your missile bays.

That way you can also choose if the injector is a one shot device like WC, a limited device or unlimited.
Title: two afterburners
Post by: Solatar on April 05, 2003, 08:45:36 am
hmm...good idea Karajorma.


Maybe 1500 m/s is a little too fast...some like 500 m/s would be great. But we could also make it table specified.
Title: two afterburners
Post by: Fury on April 05, 2003, 08:47:03 am
I am still looking forward to capital ship afterburners which would allow capital ships to travel over long distances relatively fast. This would be usefull in TBP.

My idea of capital ship afterburners was to code such an event if could override capital ship max speed.

If needed, this event could also have acceleration and deacceleration values which of course overrides the values set in tables.

:wtf: @ my title
Title: two afterburners
Post by: Nico on April 05, 2003, 08:51:59 am
Quote
Originally posted by karajorma


Rubbish. Wing commander did something similar. It's not a bad idea but I`d prefer to see it as an add on pod like in WC. If you have the nitro injection pod (or whatever you call it) then you can`t carry as many missiles. and it takes up one of your missile bays.

That way you can also choose if the injector is a one shot device like WC, a limited device or unlimited.


the Wasp :D
my favourite WCP ship :)
Title: two afterburners
Post by: Solatar on April 05, 2003, 08:52:02 am
Maybe the second afterburner could work for all ships. That way all ships could have a realspace "warp-drive".
Title: two afterburners
Post by: karajorma on April 05, 2003, 09:10:32 am
That's why I would prefer it as a secondary weapon slot. You could simply add "nitro" to all the ships you wanted to have this ability. Also you could easily prevent ships from having the ability in some missions where you didn`t want them to be able to reach a certain ship by simply not allowing any ship to carry the "nitro". If you do it as a table thing then you would have to prevent that ship from being used.

Edit : as for 1500m/s being too fast, it depends on the effect you want. It might be a bit too fast for an afterburner but if it only burns for one second it would make a fantastic defenda-style hyperspace button :)

Venom : Yep. The wasp. It's been a while since I last played Prophecy so I`d forgotten the name :)
Title: two afterburners
Post by: IceFire on April 05, 2003, 09:22:28 am
Solution....Bobboau has talked about adding another type of pod to the loadout in addition to primarys and secondaries.  This expansion pod could have sensors, jammers, stealth devices, targeting abilities, but perhaps we could give it the possibility of boosting speed while active.  This would give us a bunch of functionality and create a single new activation key for a whole host of possibilities VS a single use afterburner addition.
Title: two afterburners
Post by: Martinus on April 05, 2003, 09:26:05 am
[color=66ff00]I'm pretty sure the SW guys could use this feature to emulate SLAM engines on imperial craft.
[/color]
Title: two afterburners
Post by: Petrarch of the VBB on April 05, 2003, 10:07:42 am
The Missile boat, is it?
Title: two afterburners
Post by: diamondgeezer on April 05, 2003, 11:16:08 am
Quote
Originally posted by IceFire
Solution....Bobboau has talked about adding another type of pod to the loadout in addition to primarys and secondaries.  This expansion pod could have sensors, jammers, stealth devices, targeting abilities...

YES PLEASE!
Title: two afterburners
Post by: kasperl on April 05, 2003, 12:22:27 pm
Quote
Originally posted by IceFire
Solution....Bobboau has talked about adding another type of pod to the loadout in addition to primarys and secondaries.  This expansion pod could have sensors, jammers, stealth devices, targeting abilities, but perhaps we could give it the possibility of boosting speed while active.  This would give us a bunch of functionality and create a single new activation key for a whole host of possibilities VS a single use afterburner addition.


:yes: :yes: :yes: , man this does sound great!

and it doesn't sound to hard to implement.
Title: two afterburners
Post by: NecroBob on April 05, 2003, 12:37:05 pm
ooo, spiffy!  (nice welcome btw ;) )
I personally find the expansion pod whatever idea intriguing.  I'd like that ecm thing or a jammer or an extra turret or something, that's be really useful.  

I've already got a REALLY fast but really weak ship layed out, ~275m\s max speed (with afterburners.).  still not fast enough to outrun a tempest, but with slightly jacked manoeuvring abilities, you can sure as hell outfly a harpoon :D
(really fun to fly around, drop a cm and watch six hornets streak by you, missing you by a few meters, I could see the tips on them)
she's got really light armour and a rather small payload, but she's sleak and they're just plain fun to fly.  for me at least.

Valkyrie > Perseus :nod:
why'd they dump the valkyr? it was so much better than the perseus in my opinion...not as sweet as the pegasus though...
I wish we would have see the pegasus more in the single player campaign...
oh well.

Bob
Title: two afterburners
Post by: IceFire on April 05, 2003, 05:18:10 pm
Perseus was a vast improvement.  Nearly double the secondary capacity, stronger armor and shields, for a very slight decrease in speed.  The Valk was very weak but fast...

I'm glad everyone likes the idea.  I don't think it will be easy to implement however.  Primary and secondary weapons are referenced everywhere.  Adding a third may prove tricky....but it does fall into one of those things that, given the right amount of time and effort, is doable.
Title: two afterburners
Post by: Stryke 9 on April 05, 2003, 05:20:23 pm
What DG said. I can just see myself in a Percy with optional extra power coil right now...:D
Title: two afterburners
Post by: NecroBob on April 06, 2003, 03:47:42 am
gah! the payload, damn. :mad:

thank you :)

Bob
Title: two afterburners
Post by: TrashMan on April 07, 2003, 11:22:55 am
Make the pod! Make the pod! Make the pod!.............................................................. .............................................................. .................etc....
Title: two afterburners
Post by: Petrarch of the VBB on April 07, 2003, 02:23:40 pm
I second that.
Title: two afterburners
Post by: Flaser on April 22, 2003, 02:58:46 pm
"....and the cruiser jumps in, its torpedos blazing in their tubes - launchhing with a hellish inferno blazing behind them - stiking the hapless cruisers painted by Alpha's targeting laser"

...targeting lasers, ECM suit *why the hack does it take my hornets 30 secs to lock on that fighter?*, mines:D, cargo pod :), antimissile turret ;7 *would be a b**** to code though....*

:cool:- the sky's the limit. I guess this 3'rd pod could lead to a lot more than boostdrives
Title: two afterburners
Post by: phreak on April 22, 2003, 06:13:19 pm
anyone? before i append this to my List-of-stuff-that-gots-to-be-done
Title: two afterburners
Post by: diamondgeezer on April 23, 2003, 02:27:36 am
I really really really want to see the optional gubbinz, like ECM and jammer pods and the like. THIS IS VERY IMPORTANT :nod::nod::nod:
Title: two afterburners
Post by: RangerKarl on April 23, 2003, 03:06:59 am
This simply reeks of the Macross universe's Fold Booster pack. Scratch that, it smells like every FAST pack idea in the series.......
Title: two afterburners
Post by: Hudzy on April 23, 2003, 07:36:08 am
Great idea this pod thing, but if it weren't appropriate to the mission/campaign, I assume we could deactivate it somehow?
Title: two afterburners
Post by: SadisticSid on April 23, 2003, 07:40:36 am
There's a simple solution for capital ships - the cap-waypoint-speed SEXP. It only works to slow down ships - that could be easily changed to override the ship's speed instead of just limit it.

Sid.
Title: two afterburners
Post by: Petrarch of the VBB on April 23, 2003, 02:31:08 pm
Nice idea, and shouild be easy to implement, too.
Title: two afterburners
Post by: Solatar on April 23, 2003, 02:31:23 pm
Make it so it could work on player fighters also.
Title: two afterburners
Post by: Petrarch of the VBB on April 23, 2003, 02:33:11 pm
Oh? Why?
Title: two afterburners
Post by: LAW ENFORCER on April 23, 2003, 02:49:41 pm
Free ried? mabey space currents? solar sails? whatever...
Title: two afterburners
Post by: diamondgeezer on April 25, 2003, 02:56:00 pm
I'd like to see all the AI commands available for the player's ship. Thus if I had the player flying a freighter, I could make him dock once he was close enough.

You may commence arguing about why one would want to fly a freighter.
Title: two afterburners
Post by: kasperl on April 25, 2003, 03:28:15 pm
Quote
Originally posted by diamondgeezer
I'd like to see all the AI commands available for the player's ship. Thus if I had the player flying a freighter, I could make him dock once he was close enough.

You may commence arguing about why one would want to fly a freighter.


would it be possibleto make a player activatable autopilot, with onlybasic commands,like "follow course", and "follow ship" and "head for waypoint"?

i don't want to complicated manuevers, but a basic autopilot would be nice.
Title: two afterburners
Post by: StratComm on April 25, 2003, 05:54:15 pm
Quote
Originally posted by kasperl


would it be possibleto make a player activatable autopilot, with onlybasic commands,like "follow course", and "follow ship" and "head for waypoint"?

i don't want to complicated manuevers, but a basic autopilot would be nice.


and [cough] dock [/cough]

We've needed that for a while.  It could also bee used to enter a fighterbay to end the mission, should you want to script it a little more.  Something like "dock with target."
Title: two afterburners
Post by: Sesquipedalian on April 25, 2003, 09:33:33 pm
Quote
Originally posted by StratComm
It could also bee used to enter a fighterbay to end the mission
That's what the distance-from-subsystem and end-mission sexps are for. :)
Title: two afterburners
Post by: kasperl on April 26, 2003, 03:42:28 am
what about a simnple "dock with target" button,how hard would this be?
Title: two afterburners
Post by: Stryke 9 on April 26, 2003, 03:55:40 am
Unless you're planning on being pinpoint-accurate with your docking maneuvers, you'll probably need to program in the ability for the AI to take control of the player ship for short periods, too, so it's not quite that simple. Something like the autopilots in I-War. It'd be a VERY simple AI, but I don't know how much of a mess a control-switching patch would be.