Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Sandwich on October 06, 2003, 07:47:36 am
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Uhh... can someone implement this? :)
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:confused: Er, what do you mean?
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huh???
u mean like, the missle starts slow and then gradually increases speed?
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he means something like the G.O.D sat of B5 the mislles drive out slowly and then engages engines and suddenly accelerates :)
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this would be very nice to implement, very nice indeed.
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Ah, like the missiles on G-Police! That was a cool game.... Anyway, so they'd get shoved out the front of the fighter, then the engine would ignite and they'd shoot off really fast. That'd be very cool, but would cause problems at close range - if you were trying to shoot down a dragon or astaroth, they'd have moved too far out of the line of sight before the missile could engage. Nice idea, though. :nod:
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I thought some of them did that already (like swarm missliles) no?
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I simply mean that missiles start out either at zero velocity or a preset launch speed, and accelerate at a set rate up to their maximum speed. What's so hard to understand about that? :p
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It might even be an idea that they just keep on accelerating for their lifetime, going faster and faster as their engines keep pumping... or, maybe that's a stupid idea. :D
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If that feature is implemented, the missiles should move at the same speed as the fighter that dropped it before launching it's own thrusters.
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Originally posted by Setekh
It might even be an idea that they just keep on accelerating for their lifetime, going faster and faster as their engines keep pumping
unless they turn. in fact, let's just give missiles real physics.
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Originally posted by pyro-manic
That'd be very cool, but would cause problems at close range - if you were trying to shoot down a dragon or astaroth, they'd have moved too far out of the line of sight before the missile could engage. Nice idea, though. :nod:
Nah, short-range dogfight missiles would accelerate like a Harpoon. I'd use Sarnie's idea for bigger stuff, Trebuchet and Cyclops style :nod:
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Originally posted by Carl
in fact, let's just give missiles real physics.
in fact, let's just give ships and weapons real physics.
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in fact, let's just waste a few years changing the entire physics engine, and then start trying to re-implement some modern grpahics.
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...Like I said, can we have user-definable acceleration values? Plain and simple?
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Originally posted by mikhael
in fact, let's just give ships and weapons real physics.
That was the point I was going to raise next... my suggestion is really stepping away from the whole approach to physics that FS2 already demonstrates (arcade-style). So never mind. ;)
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I-War rules.
However it would be the next major step compared to everything else we've done to balance it so you could still adeqatly play.
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Originally posted by Sandwich
...Like I said, can we have user-definable acceleration values? Plain and simple?
*likes being a nudge at times* :D
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It would be annoying to use a Tempest with this. It is only useful at close-range, it would kill its usefulness. I think the current missile launch system is as good as it is.
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I think I suggested something similar once upon a time, a sort of 'LaunchThrustDelay x.xx' so the missile 'glides' for x.xx seconds and then the thruster kick in to accelerate it up to it predefined speed? I'm all for it, imagine a wing of bombers diving in, releasing their bombs and pulling away before they accelerate ;)
BTW why did the GTVA never create unguiged bombs? Anyone who can't hit something nearly a km long without targetting equipment really shuoldn't be flying a bomber!
Flipside :D
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TopAce, nobody's requesting breaking existing missiles. Only the ability to be able to create new missiles that can accelerate after launch - for style.
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Originally posted by Sandwich
*likes being a nudge at times* :D
:D
This certainly looks possible and even simple. I'd take a look at it, but school is getting in the way at the moment.
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**** school. Code. *cracks whip*
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Howabout you FRED us a mission and we'll talk. :D
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:lol:
Actually, more like LMAO!
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Originally posted by Goober5000
:D
This certainly looks possible and even simple. I'd take a look at it, but school is getting in the way at the moment.
Bless you. :D
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Why, thank you. :)
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*micro-bump*
Any news?
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*peeks out from behind school*
Nope. :)
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*peeks out from behind bazooka*
Then make news! :p
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LOL 'Bazooka' beats 'School' :D Of course, twould have to be very long range :D
Flipside :)
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Definable acceleration and a definable delay until it kicks in would be great for a weapon in Inferno...
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doesn't the trebuchet do somethin' like that ?
(yuo know, "appears", then shoots off to it's target)
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I think it's an optical illusion, the trebuchet and the bombs are all quite slow. I think all missiles reach maximum speed within about 0.5 seconds of being launched, though I have direct experience other than memory to back that up. Because the bigger missiles are slower, the increase in their speed for that first 0.5 seconds is less than other missiles, so you look like you are overtaking it
I guess, what we are asking for is more control over this :)
Flipside :D
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no, I've fire a trebuchet sitting still to test this. the missile pops out, slows down to almost nothing for a fraction of a second, then accelerates to its regular speed.
btw, 300 POSTS!!!!1
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Also try with rockeyes. The missiles (like the trebuchet) fly really slow until they 'locked' on their target. Then they'll accelerate to normal speed. Try firing an unlocked trebuchet and a locked one to see this effect.
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try taking the "bomber +" tag off the treb, i think thats what may be causing its behavior
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So can this behavior be expanded and customized via .tbl settings?
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im sure it could be
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Doesn't swarm missiles sorta do this? They wait for each other then fire off.
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Originally posted by PhReAk
im sure it could be
Ahh, but will it be? :p