Originally posted by Hippo
1. Is there any way to makea bomb fly in a spiral in FS1 like the tornados in FS2 when they're dumbfired?
2. If i wanted a bomb to only be carried one per bay, would simply double the Harbinger $Cargo Size: 40.0 to 80.0?
3. If a Typhoon was disabled in subspace, is it reasonable to assume that it would be obliterated when it reached the end of the wormhole-thingy?
1&2 are most important, 3 is just speculation... And good mission plot...
--Hippo
Originally posted by Hippo
As for subspace, im going to picture it as a wormhole that continues infintely in 2 directions, but only two known openings in the middle...
For references - the FS1 ref bible informaiton on subspace
Subspace Technology
While travel into subspace is enabled via ship-borne devices (called “subspace engines”, “cores”, or “motivators”), it’s long been known that subspace itself is a naturally-occuring phenomena.
Subspace, for the intents of this document, is an alternate physical plane of space where the normal limits of relativistic physics and travel don’t apply. By entering subspace for a relatively brief period of time, a space vessel can emerge in a location in realspace several star systems away. This technology has allowed the human race to spread across much of the known Galaxy.
There are essentially two modes of subspace travel, inter-system and intra-system.
Intra-system subspace travel is nearly instantaneous, and requires relatively little energy input to enable. Most of the GTA’s advanced fighters are equipped with intra-system jump motivators, allowing them to travel at will within a given star system. There is little or no restriction on the beginning and end points of such a subspace “hop,” except that they be in the same star system.
Inter-system travel via subspace is another matter entirely. The end points of inter-system subspace jumps are limited to the naturally-occuring focal points of subspace, also known as “nodes.” These nodes were initially discovered by Prof. J. Whiteside (see McPherson’s Multipaedia (2557 ed.), pp 1132-1140). Only between two subspace nodes is the fabric of subspace strong enough to support inter-system travel. The defense of the physical locations surrounding such nodes proved to be a central part of the 14-year Terran-Vasudan War.
In addition, such massive amounts of energy input are required to open an inter-system node, that only the largest fusion pile reactors in existence are able to sustain it. As a result, inter-system subspace travel is almost exclusively made by the largest vessels in production. This fact has made the GTA’s Orion-class destroyer/carriers a pivotal and crucial part to the GTA’s tactical forces during the T-V War.
Needless to say, the ability to deliver ships of war to nearly any pinpointed destination has forever revolutionized the concepts and long-standing tenants of space combat.
FS2 techroom details
In simple terms, subspace is an n-dimensional tunnel between one point in the universe and another. A vessel can travel through this tunnel in a matter of minutes, making a journey that might otherwise take decades or even centuries at light speed.
A jump drive causes a ship to vibrate in multiple dimensions until its modulations are in perfect synchronization with the subspace continuum. A vortex opens, creating an aperture from an infinitesimally small point in the cosmos, enabling the vessel to cross the subspace threshold.
Two types of jumps are possible.
First, an intrasystem jump can occur between two points in a star system. Most small, space-faring vessels are equipped with motivators capable of these short jumps. The presence of an intense gravitational field is required, prohibiting travel beyond the boundaries of a star system.
Second, ships can jump from system to system via nodes. Until the Great War, only larger ships could generate sufficient power to use jump nodes. The development of jump drives for fighters and bombers in 2335 enabled the Alliance to destroy the SD Lucifer in subspace. Producing these small jump drives is prohibitively expensive, so they are restricted to missions that require pilots to travel between systems. The Head-Up Display indicates the location of jump nodes with a green sphere.
The vast majority of subspace nodes are extremely unstable, forming and dissipating in nanoseconds. Other nodes have a longer lifespan, existing for centuries or millennia before collapsing. The jump nodes sanctioned by the GTVA for interstellar travel are expected to remain stable for many years.
Origionally posted by Flaser
It would, drop out though.
It actually takes energy to get out of subspace as well.
Originally posted by Hippo
Im hoping you mean not drop out, otherwise my mission is compromised...
As for the misiles, the swarm flag allows you to fire 4 or 8, but not a custom number, and if i have one bomb in each bay, it fired one from all 3 bays... and none corkscrewed...
Funny story; First test of huge dumbfire bomb with swarm;
I set up the wing with A2 and A3 reversed in fred. A2 fired all 3 bombs 5 seconds in. 2 hit me... all my subsystems were blown, all sheilds down, and at 31 percent hull... I call support, and it starts running from the bombs :wtf: (more like running beside...) so by the time it gets back to me, the Scorpions are 500meters from all the disabled Alphas... They rip through everyone and after i die, the lilith gets hit by the last bomb... All the subsystems blow out, and lightning arks across it... I can only guess what its hull was... but here i am... a field of debris... a destroyed Ursa, with the remnents of all 3 bombs drifting around... I never even got a chance to get a shot off... I never even saw the bombs fly, because when i was hit, i spun to the side...
Originally posted by Hippo in his sig
"Chances are, this post was about FS1"