Hard Light Productions Forums
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
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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.
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:wtf: 1500 m/s thats too fast.
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I *shudder* agree with Free Terran. We have the 60 km limit, remember.
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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.
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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.
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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
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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 :)
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Maybe the second afterburner could work for all ships. That way all ships could have a realspace "warp-drive".
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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 :)
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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.
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[color=66ff00]I'm pretty sure the SW guys could use this feature to emulate SLAM engines on imperial craft.
[/color]
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The Missile boat, is it?
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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!
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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.
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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
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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.
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What DG said. I can just see myself in a Percy with optional extra power coil right now...:D
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gah! the payload, damn. :mad:
thank you :)
Bob
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Make the pod! Make the pod! Make the pod!.............................................................. .............................................................. .................etc....
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I second that.
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"....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
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anyone? before i append this to my List-of-stuff-that-gots-to-be-done™
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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:
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This simply reeks of the Macross universe's Fold Booster pack. Scratch that, it smells like every FAST pack idea in the series.......
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Great idea this pod thing, but if it weren't appropriate to the mission/campaign, I assume we could deactivate it somehow?
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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.
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Nice idea, and shouild be easy to implement, too.
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Make it so it could work on player fighters also.
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Oh? Why?
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Free ried? mabey space currents? solar sails? whatever...
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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.
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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.
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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."
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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. :)
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what about a simnple "dock with target" button,how hard would this be?
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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.