Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on January 24, 2004, 08:25:52 am
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I have an idea for a cooler Rocketlaunch Effect.
It´s nothing big, but it would sure look better...
The Rockets got the same Engine as all the fighters do, right ?
Why dont have them activated their Aferburners when they are launched ?
With the standart Engine Effects it´s propably sensless, but with the new ones...
Uh my english is quite bad :rolleyes:
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hmm.. first off.. i'll let the others give the welcome blog
but..
:welcome:
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Using the afterburner effect rather than the standard one would make sense actually. Shouldn't be that hard to achieve either (unless FS2's horrible coding causes problems).
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I think 2-3 Seconds after the lauch are enough.
I would even do it myself, but I´m kinda limited to Turbo Pascal :(
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id like a flag that adds your ship's speed to the missile's speed, so you can divebomb
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How can you divebomb in space? There's no up or down :p
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why the f*** does everyone around here be so technical! i am refering to the down that is 90 of the plane that is prependicular to the vector of your ship as it moves twards the capship, you can call this down. increasing your downward velocity dtards this plane constitutes diveing, releasing a bomb during this procedure constitutes diveboming. so there!
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Originally posted by Unknown Target
How can you divebomb in space? There's no up or down :p
Snipes : DIVE, DIVE, DIVE. HIT YOUR BURNERS PILOT!
UT : There's no up or down in space. How can I dive.
SPLAT!
Shivans get out the bug scrappers to remove UT's carcass from the front of their sathanas. :lol:
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IIRC this already worked with the Helios.
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Originally posted by Nuke
why the f*** does everyone around here be so technical! i am refering to the down that is 90 of the plane that is prependicular to the vector of your ship as it moves twards the capship, you can call this down. increasing your downward velocity dtards this plane constitutes diveing, releasing a bomb during this procedure constitutes diveboming. so there!
If there's no down, you can't have a downward velocity
:p
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Well, for me, down is what happens when you push 'up' on the joystick ;)
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What happens if you push up and 7 at the same time? :shaking:
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Originally posted by Nuke
id like a flag that adds your ship's speed to the missile's speed, so you can divebomb
you need to play more instead of making requests that were implemented even in FS_retail ;)
This happens already, for every weapon.
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so how come when you hit the burners on my ancients fighter and it hits about 500 m/s, why do all my shots and missiles lag behind. from my observations, what you discribe doesnt happen.
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Because you're missiles' top speeds are too slow. It boosts, then immediately slows down :p
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What about giving missiles a real afterburner?
Don't know how you do or if missiles can have an afterburner, but I had ones...a long long time ago....an idea of a drone/bomblike thing that has no engine, just a short, but powerfull afterburner combined with a kamikaze action.
Gives a quite funny looking flightpath.
Back to the topic...lets say we have a rocket, add an afterburner that starts itself one second after the lunch and then burns till the impact?
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because that would be the same as an engine only faster and yellow.
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Would be good for long-range stuff like the Treb, I suppose - they launch really slowly (like 50m/s or something), and then the burner boosts them up to cruising speed. Means they're bloody awful up close, but deadly at extreme range.
Or something.
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Originally posted by karajorma
unless FS2's horrible coding causes problems.
now you're just being cynical.
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Originally posted by aldo_14
If there's no down, you can't have a downward velocity
"THE ENEMY'S GATE IS DOWN!"
Its not that difficult to remember. What do they teach you kids in the Battle Room these days?
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Originally posted by magatsu1
now you're just being cynical.
Nah. I'm just trying to avoid being one of those "I've never touched a compiler but why are you SCP people such idiots that can't see this is an easy change" types of people. :D
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well if it slows down it aint no fun. so i rephrase my request (again).
id like a flag that adds your ship's speed to the speed of your missile, then maintains that speed until impact.
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Wouldnt it be better if you pressed a key that activates the missile's afterburners, after you've launched it.
This could prove successful for say if you're bombing a crusier and just as your bomb is entering the cruisers firing range, you could activate the afterburner and speed it up so the cruisers guns cant hit it as accurately, giving your bomb a better survivability rate. - (does this happen in FS2, "the faster something is, the harder it is to hit", asuming the gunner is AI)
Or how about a time delay activation sequence, - eg. if after, say 10 secs, after launch, you do NOT press the key to activate the afterburner, the missile automaticly activates it for you.
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I'd go with the second option - but definitely not a delay of 10 seconds. They should work like modern A2A missiles, you fire them, they launch at low velocity, and one second later - WHOOSH, you've got a Trebuchet going full-speed. Of course, that wouldn't work well with dumbfires, Tornadoes should work like today's Hydra dumbfire launchers. You click, they fire off at full speed.
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a somke puff would be cool as the missle launches, ild also like to see a trail like you see in modern flightsims, probly not white tho.
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A smoke puff? Hmm... sounds fun as well. Firing a Tornado salvo would definitely make for a good smokescreen, the only problem would be that YOU'D be inside it ;)
Missile trails aren't necessarily white - I've seen a LOT of odd-trail missiles in FS2.
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No smoke in space, but it would look cool nonetheless...
You can add your own trails in of any color and any pattern in retail, but making a good looking one takes skill.
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Originally posted by demon442
No smoke in space
and why not?
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This may be a bit off topic, but how feasable is it to have the actual missile visible on a crafts wing. Thats what I thought this thread was about. Is it unlikely to have weapon models visible before its fired? That way you can see the weapon launch instead of a miraculous materialization.
Oops. Nevermind.
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Omni, I don't think you need external mounts that much anyway - any ship (barring, for one, the GTF Pegasus) has a visible missile bay. Now, it may only be my bad vision, but I couldn't find a missile bay on the Pegasus for love or money - and I'm positive it had a secondary loadout.