Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Hearty on January 01, 2004, 06:12:56 am

Title: Flying caps?
Post by: Hearty on January 01, 2004, 06:12:56 am
id like to know if there is any way to fly capital ships in fs2 (not simply order them, but fly, like u do with fighters)

i tryed to do this with FRED, added alpha 1 as cap, and the mission, in wich i was a cap worked fine, only that the turrest didnt shoot, nor did the beams (but i allowed them in "events"), and fs2 crashed after i took a few hits

so is there any way, or any MOD wich allows me to fly them?
Title: Flying caps?
Post by: Lightspeed on January 01, 2004, 06:19:13 am
turrets will not fire for you unless youre declared a bomber with the "bomber" flag on the ship you fly.
Title: Flying caps?
Post by: Hearty on January 01, 2004, 06:36:27 am
Quote
Originally posted by Lightspeed
turrets will not fire for you unless youre declared a bomber with the "bomber" flag on the ship you fly.


but if im a bomber, then im not a capital ship...
or didnt i understand it right?
so how can i fly a capital ship exactley, pls explain
Title: Flying caps?
Post by: Lightspeed on January 01, 2004, 06:41:24 am
define the capital ship as a bomber.
Title: Flying caps?
Post by: Hearty on January 01, 2004, 06:44:53 am
u mean in FRED, right? but how, pls tell me... i never did this before (i did create missions, but i dont understand what u mean under "define the cap as bomber"...)
:(
Title: Flying caps?
Post by: Lightspeed on January 01, 2004, 06:51:28 am
you'll have to edit the actual table file. Not possible with FRED.
Title: Flying caps?
Post by: karajorma on January 01, 2004, 06:59:49 am
Hmmm. I've been meaning to add this to the FAQ since it comes up every couple of months or so.

1) Extract the ships.tbl from the vp (check the directory structure part of my FAQ for info on how to do this).

2) Change the flag on your chosen capship from corvette/cruiser/whatever to bomber.

3) Fred a mission where you fly the capship. Make yourself invulnerable or you will get a crash when you take damage

(The crash is caused by taking damage to more systems than the HUD will display).
Title: Flying caps?
Post by: Hearty on January 01, 2004, 11:57:06 am
thx, it works now

i disabled that part of the hud wich would show the subsystem damage, so it didnt crash either

but there is one last thing: the caps never fired on me with theyr anti cap beams (big beams...)
Title: Flying caps?
Post by: SadisticSid on January 01, 2004, 12:01:13 pm
Of course not, capital ships don't fire on bombers with their main beams.
Title: Flying caps?
Post by: karajorma on January 01, 2004, 01:02:57 pm
There's not much you can do about that one AFAIK. FS2 was never designed as a capship simulator. Maybe once the SCP ever get gunship AI to work you'll be able to get the full package.
Title: Flying caps?
Post by: Mav on January 01, 2004, 01:41:07 pm
Hello. One suggestion: Could this be solved by making a "turreted" ship flak, wich enables the turrets, but doesn't hinder the capships using wichever weapons are appropriate?

edit: Oh, and thanks. Now I finally know why my turrets never worked when I was flying the ships. :rolleyes:
Title: Flying caps?
Post by: Woolie Wool on January 01, 2004, 05:10:51 pm
Quote
Originally posted by SadisticSid
Of course not, capital ships don't fire on bombers with their main beams.


Unless you add "Bomber+" to the beams' flags. Then they'll shoot them at bombers and caps but not fighters (a la Trebuchet, which has "Huge" and "Bomber+" in its flags. You can also set a player ship as a transport, although every hostile fighter in the mission will attack you unless a friendly ship draws their attention.
Title: Flying caps?
Post by: Ashrak on January 02, 2004, 01:42:20 am
i want FS2 in X2 :)