Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: vadar_1 on January 17, 2002, 11:00:00 pm
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Hey guys... does anyone know what the restrictions on the top speed of capships? I tried setting a demios up to 25000m/s, but in the mission, with its velocity at 100, flying waypoints with cap-waypoint-speed executed at 25000. it started really fast, about 20k, but then it really slowed down, like it was comming out of subspace. and topped off at about 300m/s, whats going on?
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There's no limit. It only slowed down because it was approaching the waypoint, and didn't want to overshoot.
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I have found that the best speed for capital ships is around 100 m/s. For fighters, if you really want it to be fun, but still keep an aspect of realism, the top speed should be 175-200 m/s. (Trust me, 500 is even better, but it doesn't seem real.)
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Originally posted by Trekkie 197:
I have found that the best speed for capital ships is around 100 m/s. For fighters, if you really want it to be fun, but still keep an aspect of realism, the top speed should be 175-200 m/s. (Trust me, 500 is even better, but it doesn't seem real.)
I agree. But my afterburner's set for 1000 with no fuel limt (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif). Just don't give that kind of ship to wingmen. They have a tendancy to use the afterburn until it runs dry. With no limit...well...it's fun to watch. 1000 is faster than you'd think, they kinda look like confused insects. It's funny...until they slam into an Orion, killing themselves instantly...you'd think it'd do more damage...
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the hawkeye is 1000m/s, see sig
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Visions of Power ("http://sccentral.phpwebhosting.com/nvop") - The Dark Planet Project Campaign
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I set my top speed once to 1800. Talk about fun.
Now if you want to watch something funny, make one of your wingmen invincible after putting his top speed up to 1000, and making the maneuverability spaces all .1! They can't move because they turn so fast! It's hilarious! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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I can just see a Deimos running away, with a few dozen Helios trailing behind...
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(http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) This is definitely a thread I can hear a mile away. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
I agree, 175-200 is a pretty good range. Now Download this ("http://sushicw.homestead.com/files/freespace/Velocity.htm"). (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
As you'll see once you click the link, I did create a couple versions of the Velocit Modmod, one of which speeds up the capships by 2X as well... that feature didn't make it into my final release simply because it made it too hard to play FS2 missions already in existence the way they were meant to be played. The final version does a pretty good job- I played through the entire FS2 campaign with the Velocity Mod enabled, on Very Hard, and all the missions worked fine. Some of them were pretty near impossible (I have to admit, I changed the difficulty level to get past Exodus, which was insanely hard to do. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) Bomb intercept is much more fun when you have about a quarter of the usual time to shoot them down... The bombers close distance twice as fast, and the warhheads fly at double speed.
Alright, enough rambling and shameless p1mping. Just download it, if you haven't tried it! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
EDIT: Fixed link.
[This message has been edited by Sushi mk. 2 (edited 01-19-2002).]
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There is nothing on the site.
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Hehe, good one Sushi. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Ummm, set a ship's deceleration dampener up so it can slow down quicker, then you'll be able to get higher speeds for longer when using waypoints. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
PS. Trekkie's right, I think your page got removed... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) In any case, that was the homepage of the Velocity Mod, which basically speeds everything in the game up. Great mod. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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I think I saw that on the HLP home page anyhow. I'll go check it out.
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I once ramped up a Uly's speed to like 700, made it invincible and put a fleet of Amazons infront of it. I was bouncing around like a pinball.
Oooh, FS pinball. You nudge a ship along and then tell it to fly forward (having killed it's rotation and deceleration in the tbls and made it's mass 0). Bang, boom, kapow. FS pinball. There are probably hole in the idea but *thinks how to type mah* mah.
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Good idea! I'm off to try it! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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ok back to my first post, i found out the problem... Whenever any weapon hits the craft, it immediately comes down to about 200m/s from its previous 2000m/s (i mean instantly slows down). I thought this was a mass problem but the ship has over a billion units of mass in the model file... So I dont get whats going on, does this happen with all ships?
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dunno but if have have no speed set but are moving, like after putting speed to 0, your ship (well mine does) stops instantly. Also when hit after putting speed up (and actualy speed not got there yet) you move directly to the set speed instantaniously... ???
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well, it will accelerate normally after being slowed down, but its like the shots from my maxim is a giant wall that the ship instantly slams into, cuts to 200m/s, then accelerates back up.
i dont understand your post thou... its not an accel/decel problem..