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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: jc4jc on September 30, 2004, 12:08:07 am

Title: Special Systems Slots and more.
Post by: jc4jc on September 30, 2004, 12:08:07 am
I have seen some interesting threads about  tertiary systems, weapons, targeting modes, sensor slots. This could be use full in many ways. Their could be a way to switch between weapons and different systems. We could have:

*Note Some of the Items I am reiterating from others. They know who they are, so I am not saying everything here is my idea.*

+ Weapons(Primary, Secondary, have a icon for turrets so the player knows that that is a turret),

+ Sensors(targeting and firing modes would be unqunice to each type.(Primative - no locking, Radar(Passive - enhanced stealth for non stealth ships, Semi-active, Active like our modern day fighters), Beam/Guidence(Laser, IR, Ai/User - similaer to TV guided weapondry today ), Advanced - FS2 sensors and targeting, Multi-Target - like our more modren fighters F-15 Strike Eagle and the F-22 Raptor
+Counter measures(Claff - FS2, fire and give the weapon a new target, Flare - Better against heat seekers and creates a small amont of interference for aspect locks, Jammers -Prevents aspect lock for non-primative sensors. Good to put on AWACA's, and on fighters just creates an EMP events on the enemy ship(s). targets change randomly, the hud flikers, and the ship can not lock onto ),

+ Power Systems(Reactor-Unexostable, Power Cell-semi exostable,Fuel-Exostable(Internal and External tanks)

+ Primary and secondary system slots could also be implamented - such as an internal and exteranl system. A good example could be a primary internal Fuel system with secondary exteral fuel pods.

That brings me to another item suggestion. External Warheads(missiles, rockets, and bombs):

+ There could be pods that can be changed to look like different missiles/bombs are in it. The Weapon point could be the pod docking/changing point

+ Also the weapons models could be placed on the model. The loading would take the models of the missiles and place them onto where the weapons points are on the models. An External Weapon tag could be used to say 'put the model on the ship' and the ship.tbl would restrict what could be put where.

I know that this is a large idea but hey they come in that way some times.
Title: Special Systems Slots and more.
Post by: Goober5000 on September 30, 2004, 12:50:10 am
Phreak has been looking at tertiary weapons for a while.  Some of what you're suggesting is possible with his system.  Other stuff, like the missile pods appearing as physical aspects of the model, isn't something you're likely to see any time soon.
Title: Special Systems Slots and more.
Post by: phreak on September 30, 2004, 09:34:08 am
basically it would be done if i could figure out how to change the weapons loadout code.  i'd want to have a system where the bottom bar thats usually the secondary weapons is the mode selector buttons (primary, secondary, tertiary) and the top bar would then be the list of available weapons for the current mode.
Title: Special Systems Slots and more.
Post by: Flaser on September 30, 2004, 03:41:41 pm
While writting Freespacer I also came up with a lot of techno junk, like different reactor types, different ship frame types.

I may give them a shot a post once it looks worthy.
Title: Special Systems Slots and more.
Post by: jc4jc on September 30, 2004, 09:16:10 pm
Th processes may take some time to code. However you could do something like this (I don't have the most tecent SCP files I have the original source):

/*Change mask regions for scrollable lines from Primary/Secondary
to item/catagores slot lists.*/

#define ICON_Selection_Slot_0               ##
#define ICON_Selection_Slot_1               ##
#define ICON_Selection_Slot_2               ##
#define ICON_Selection_Slot_3               ##
#define ICON_Catagory_Slot_0               ##
#define ICON_Catagory_Slot_1               ##
#define ICON_Catagory_Slot_2               ##
#define ICON_Catagory_Slot_3               ##

/*Change mask regions for weapon outload buttons to
selection outload buttons*/

#define ICON_Ship_Selection_0               ##
#define ICON_Ship_Selection_1               ##
#define ICON_Ship_Selection_2               ##
#define ICON_Ship_Selection_3               ##
#define ICON_Ship_Selection_4               ##
#define ICON_Ship_Selection_5               ##
#define ICON_Ship_Selection_6               ##
#define ICON_Ship_Selection_7               ##
#define ICON_Ship_Selection_8               ##
#define ICON_Ship_Selection_9               ##
#define ICON_Ship_Selection_10             ##
#define ICON_Ship_Selection_11             ##
#define ICON_Ship_Selection_12             ##

This would be in the MissionWeaponChoice.h file.

//Change number of weapon buttons
#define NUM_WEAPON_BUTTONS                      12

//Change overhead coords

static int Wl_bank_count_draw_flags[MAX_WL_WEAPONS] = {
   0, 0, 0, 0, 0, 0         // primaries -- dont draw counts
   1, 1, 1, 1, 1, 1      // secondaries -- do draw counts
};

//Chande Plist's and Slist's
int Slist[MAX_WEAPON_TYPES];   // used to track scrolling of primary icon list
int Slist_start, Slist_size;

int Clist[MAX_WEAPON_TYPES];   // used to track scrolling of primary icon list
int Clist_start, Clist_size;

//I'm not sure how this would be edited but it would have to change

        //I'm not sure but some of this could be deleted.
   int region_index = ICON_PRIMARY_0+index;
   if ( index > 3 ) {
      region_index = ICON_SECONDARY_0 + (index - 4);
   }

   if ( Wl_mouse_down_on_region != region_index ) {
      return;
   }

   if ( index < 4 ) {
      weapon_class = Plist[Plist_start+index];
   } else {
      weapon_class = Slist[Slist_start+index-4];
   }

this is just a few tems that would be changed. I'm sh=ure that there is alot more but. I don't have the time to check everywhere right now. maybe later.
Title: Special Systems Slots and more.
Post by: jc4jc on October 02, 2004, 12:19:54 am
I hope I didn't shock you guies from posting anymore. That stuff was just to give an idea on how it would look.
Title: Special Systems Slots and more.
Post by: phreak on October 02, 2004, 12:26:50 am
i like to visualize changes as they would be like ingame, not as code.  i'd have gone crazy if i did.
Title: Special Systems Slots and more.
Post by: jc4jc on October 02, 2004, 01:07:47 am
ok just like you said earlier:
First the weapons selection button at the top would be called Systems. The primary weapons scroll screen would hold the systems to be installed(Weapons, reactors, etc.) the secondary weapons scroll would be the catagory selection. There would be about 6 to 8 slot postions on each side of the fighter. these slots would either postioned acording to where the systems would be place and as each catagory is selected so the image would change to show what systems are where.

(http://www.geocities.com/jc84jc00/WeaponLoadout.jpg)

I know it's not the best but it gets the point across.
Title: Special Systems Slots and more.
Post by: karajorma on October 02, 2004, 12:15:20 pm
If you do that PLEASE give us the ability to arm a wing of fighters at a time. Can you imagine the colossal pain in the arse it would be to rearm an entire wing of fighters with that many slots? :D
Title: Special Systems Slots and more.
Post by: Goober5000 on October 02, 2004, 09:01:08 pm
Well, Black Wolf (I think) made that Arm Wing button.  It would be pretty easy to add a function that sets the entire wing to be like the selected fighter.
Title: Special Systems Slots and more.
Post by: Bobboau on October 02, 2004, 09:13:23 pm
I like jc4jc's idea, someone implement it!
Title: Special Systems Slots and more.
Post by: Nuke on October 02, 2004, 11:20:45 pm
thats gonna be a well armed ulysses
Title: Special Systems Slots and more.
Post by: jc4jc on October 02, 2004, 11:56:20 pm
Well That was just to give an idea of where all the slots will be. I was thinks that one of two things would happen.

--- First when a catagory is selected, the slot postions would be shown. Like secondary and priamriys on either side. Sensors, Reactor(main - most likely the internal duaaaaa), and and Couunter measures  would take up the bottom slots then other systems along the sides. Only the selected system catagory would be seen on the outload screen along with the other systems being in the system selection slot.

--The other would be to limit slots and have the acessable slots highlighted. This way we can specialize ship for spacific missions. fo instance we can have a fighter act like an AWAC by giving it an AWAC sensors, this would require that a regular system maybe secondary or even the primary weapons  would be removed to ad space.

 The Fighter AWACA Idea is another all in itself.
Title: Special Systems Slots and more.
Post by: Trivial Psychic on October 03, 2004, 01:50:12 am
This would go along with my idea to make shield generators a tertiary, so the shields of a particular craft could be upgraded throughout a campaign.
Title: Special Systems Slots and more.
Post by: MetalDestroyer on October 03, 2004, 01:57:27 am
Interesting... For systeme, i look for different Thruster, Targeting control system, Hull repair (perhaps), Hyperdrive, Shield generator, Weapons generator, chaff system, jamming device, etc ....
Title: Special Systems Slots and more.
Post by: phreak on October 03, 2004, 10:31:02 am
i think i new system would be needed then, i liked IW2s loadout mode.  i should take some pics of it for those who haven't played it.
Title: Special Systems Slots and more.
Post by: Nuke on October 03, 2004, 11:04:57 pm
merge the primary and secondary menues into one. then place some radio buttons (for primary, secondary, tertiary, turret, and equipment) somewhere to change the mode.
Title: Special Systems Slots and more.
Post by: boewolf on October 03, 2004, 11:28:27 pm
Just a waiving idea.  This may seem a little simple but how about a different loadout screen for weapons and another for equiplemt?
Title: Special Systems Slots and more.
Post by: jc4jc on October 06, 2004, 02:55:11 pm
That may in fact be a better Idea. Cool. Well As the title suggests I have more ideas. First is a great idea as to obtain gravity. I know that this has been brought up before with little or no support, but hear me out. I have two ideas for how it can be implamented:

First we can create an invisable subsystem called gravity###( the number isn't important right now)on the models or use the center of gravity that is on the models and use the radius as the area of "attraction." This would be great for dogfights around stations and juggenoughts, to see the ships crash into the hull. The effect would be minimal but just nough to require the ships to keep there distance from the larger ships. This could also work in the same way as the subspace vortex. say - place gravity point gravity range and gravity intensaty.

The second would be if you are near a large body like a planet or a star, or even a gas giant. set the orentation just like a background  image the range and intensaty. it woud work like a plane of infant size was pulling in that direction.

in both cases the ships would have to be doing a presis speed to keep from 'falling'.  and stoping  would be insane of coures. also is there a speed in which a ships would insatantly be destroyed or damaged signifacenlty.
Title: Special Systems Slots and more.
Post by: Goober5000 on October 06, 2004, 02:57:02 pm
Gravity is under consideration.
Title: Special Systems Slots and more.
Post by: jc4jc on October 06, 2004, 03:00:30 pm
That was fast..... I just finished the reply.... You guys are good. Please give My idea some thought.
Title: Special Systems Slots and more.
Post by: Trivial Psychic on October 06, 2004, 08:00:22 pm
Gravity has been under discussion for some time.
Title: Special Systems Slots and more.
Post by: jc4jc on October 06, 2004, 08:25:27 pm
Yes I believe ti will open a whole new arena for Freespace 2. We can have gound attacks, battles on the edge of gravity wells. O man I just thought of something. we can make it to were if a ship is in a GW then it can't exit into subspace. We can have ships that creat GW to prevent  ships form entering subspace just like the inradictors in star wars..... like I said it can open up a great deal for freespace 2.
Title: Special Systems Slots and more.
Post by: Black Wolf on October 07, 2004, 05:19:35 am
Quote
Originally posted by jc4jc
Yes I believe ti will open a whole new arena for Freespace 2.


Me too. ;)
Title: Special Systems Slots and more.
Post by: Trivial Psychic on October 07, 2004, 12:49:14 pm
Of course, if we're using gravity during combat within an atmosphere, we also have to add a lift factor.  Each ship would have a table entry indicating their lift factor.  For example, a Ulysses would generate significant lift, but a Hercules would have almost no lift.  And the degree of lift on a fighter would also depend on the strength of the gravity source when compared to the density of the atmosphere, as well as the speed of the fighter and its angle to the gravity source... though that last one is questionable.
Title: Special Systems Slots and more.
Post by: Flaser on October 07, 2004, 03:49:08 pm
Quote
Originally posted by Trivial Psychic
Of course, if we're using gravity during combat within an atmosphere, we also have to add a lift factor.  Each ship would have a table entry indicating their lift factor.  For example, a Ulysses would generate significant lift, but a Hercules would have almost no lift.  And the degree of lift on a fighter would also depend on the strength of the gravity source when compared to the density of the atmosphere, as well as the speed of the fighter and its angle to the gravity source... though that last one is questionable.


Most FS fighters are completely incapable of sustained atmosperic flight IMHO. They are too blocky and lack the apropiate weght distribution.

Exceptions are probably the Valkyre, Horus and Pegasus.

However even if they can fly in the atmosphere they are not likely to survive atmospheric reentry. However those mission could be real fun, sine you'd have to make it back to your carrier or more likely assault shuttle in time or burn up in the atmospehere.

Instead flying known fighters new ones should be made dedicated to an aero-space role.
Title: Special Systems Slots and more.
Post by: StratComm on October 07, 2004, 03:55:40 pm
They have repulsorlifts.  Or antigrav.  Or strings hanging from their motherships.  Or whatever.  Don't worry about explaining it, since there is no way to accurately simulate atmospheric flight within Freespace.  You can't even set a minimum speed.
Title: Special Systems Slots and more.
Post by: Flaser on October 07, 2004, 05:32:35 pm
Quote
Originally posted by StratComm
They have repulsorlifts.  Or antigrav.  Or strings hanging from their motherships.  Or whatever.  Don't worry about explaining it, since there is no way to accurately simulate atmospheric flight within Freespace.  You can't even set a minimum speed.


That's what the SCP is there for - to broaden the possibilities.
Title: Special Systems Slots and more.
Post by: Trivial Psychic on November 02, 2004, 07:22:11 pm
Quote
Originally posted by Flaser
Most FS fighters are completely incapable of sustained atmosperic flight IMHO. They are too blocky and lack the apropiate weght distribution.

Exceptions are probably the Valkyre, Horus and Pegasus.

Ulysses, Thoth, Serapis, Perseus(?), Aten... well, maybe not the Aten ;)

Later!
Title: Special Systems Slots and more.
Post by: FireCrack on November 02, 2004, 07:32:17 pm
Quote
Originally posted by Trivial Psychic

Ulysses, Thoth, Serapis, Perseus(?), Aten... well, maybe not the Aten ;)  


and dont froget the Coloussus
Title: Special Systems Slots and more.
Post by: jc4jc on November 07, 2004, 10:05:41 pm
I was just wondering if anyone was still looking at this thread... Um I hope my idea hasn't been rejected....Well I'll just what for a responce.