Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Taristin on January 15, 2005, 03:35:50 pm
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Is it possible to have a seperate engine for afterburners? Meaning, for an additional set of thrusters to erupt from another opening when afterburners are engaged?
I had this in mind for a TVWP vessel, but I don't know if it's plausible.
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not realy, could be done but would be a bit of a pain in the ass to do, someone else might be able to do it in a day or two
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On a similar not, I was curious if it were possible to link thruster effects with their relative engine subsystem. The idea being a destroyed engine would "go out", rather than the thruster effect only being removed when a ship was fully disabled.
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yeah, too bad the origonal game models arn't built with this in mind.
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Originally posted by Bobboau
not realy, could be done but would be a bit of a pain in the ass to do, someone else might be able to do it in a day or two
That someone else would be phreak. His tertiary loadout system thingy had an option for an engine booster. I'm sure this would fit the bill.
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yes... Phreak will have it done tomarrow, and if he doesn't start pestering him about it :)
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Actually, it'd be nice for turning as well...make a set of flags for various movement types (BANK_LEFT, SLIDE_LEFT, PITCH_UP) and let them be set on thrusters to determine when they show.
Of course, that's just a pipe dream I had :nervous:
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Good ideas. :yes:
Get working, code-monkeys!
;)
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Right...I have another idea....
The ship speed is dependant on it's engines status.
A ship that has 2 engines will slow down to 50% on it's speed if one of them gets destroyed.
Allso, to have emergency engines - engines that are on the ship, but inactive (no glows) untill triggered by a SEXP.
So you woulld have a Hecate go 15ms, but on emergency it would activate it's emergency/backup engines. once they kick in (turn on glows) the ships speed is increased to a new Max (let's say 20)
Or, to simply be able to ORDER a ship to devert power to a system (SEXP). So I can have the destroyer that's running away divert all power to engines.
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I'm pretty sure ships already slow down if the lose an engine.
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Capital ships certainly do. Not entirely sure about fighters, but I think that you start losing power as engine strength falls after a point. That's good though, because fighters tend to die so fast that you'd never actually notice it. (unless they are the player, in which case losing engine performance would be annoying and only serve to kill you faster)
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i was thinking about doing this for the tertiary boost pods. except if you don't have them installed, then they won't show as "docked" to the model. except it will be a pain to implement.
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Originally posted by Bobboau
yeah, too bad the origonal game models arn't built with this in mind.
What would be needed to fix0r them? IIRC the problem was that the big C had some engine points inside the hull, to keep from spewing bigass engine glows. I don't remember any problems beyond that.
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maneuvering thrusters would be cool, like I-war... not specifically for freespace, mind you... but, it'd be a useful thing to have for other mods... like TBP with the starfuries, etc.
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Originally posted by TrashMan
Right...I have another idea....
The ship speed is dependant on it's engines status.
A ship that has 2 engines will slow down to 50% on it's speed if one of them gets destroyed.
SEXPs can do this anyway.
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Originally posted by Roanoke
SEXPs can do this anyway.
Yeah, it can...but can it do THIS:
Allso, to have emergency engines - engines that are on the ship, but inactive (no glows) untill triggered by a SEXP.
So you woulld have a Hecate go 15ms, but on emergency it would activate it's emergency/backup engines. once they kick in (turn on glows) the ships speed is increased to a new Max (let's say 20)
Or, to simply be able to ORDER a ship to devert power to a system (SEXP). So I can have the destroyer that's running away divert all power to engines.
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Yep. They can. It would take a small amount of fiddling with the pof and tables but yep. It could be done pretty easily.
Not worth the hassle of doing it all the time of course
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no, it can't be done.
You can't order a capship to divert power from weapons to engines....
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This is one of the basic problems with the SCP. It's made FREDders lazy :D When we only had retail to work with everyone came up with fantastically innovative methods to do things using what we had at hand. Now everyone asks the SCP if they can do something and if they can't they throw their hands up in the air and give up on the idea. :rolleyes: :p
There is nothing in that post that I couldn't do right now with FRED, pof and table edits. It wouldn't be anywhere as neat as if the SCP coded it by a long way and it would be very annoying if you wanted to do it a lot but if you only wanted to do it once or twice in a campaign there is nothing there that you couldn't already do.
I'm not saying that what you propose is a bad idea. I'm not saying that the SCP shouldn't do it either but I do take exception to people saying that something can't be done when in fact it can.
If you really want to know how to do it I'll tell you but right now I can't be bothered to type out a long explaination for something you probably wouldn't want to use anyway.
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All I wanted was... to use an additional thruster position for afterburners, that would only fire when the afterburners are used. Since I have a mesh that has additional engine points that are enver used standardly. I don't think you can do that normally, since individual engines aren't mapped to individual glows in that way AFAIK.
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Fighters slow down when they have engine damage, don't they? Would it be possible to get a single-engine capship to slow down when it has engine damage in the same way...?
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Originally posted by Raa
All I wanted was... to use an additional thruster position for afterburners, that would only fire when the afterburners are used. Since I have a mesh that has additional engine points that are enver used standardly. I don't think you can do that normally, since individual engines aren't mapped to individual glows in that way AFAIK.
That's the other problem with the SCP. Someone comes up with a perfectly reasonable idea and everyone jumps on it with less reasonable ones :D
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They keep hijacking my threads. :(
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Originally posted by karajorma
That's the other problem with the SCP. Someone comes up with a perfectly reasonable idea and everyone jumps on it with less reasonable ones :D
:lol: Siggied! :D
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Originally posted by Raa
All I wanted was... to use an additional thruster position for afterburners, that would only fire when the afterburners are used. Since I have a mesh that has additional engine points that are enver used standardly. I don't think you can do that normally, since individual engines aren't mapped to individual glows in that way AFAIK.
here's an idea:
If you name the thruser "thusterXX-ab" then it shows up only if afterburners are on. If its "thrusterXX-std" then it shows up if afterburners aren't active. Otherwise it'll appear as usual.
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...does that work? :wtf:
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no, just a suggestion. but i know jack about making models.
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So how would that work on capships?
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here is a way to do it:
make your truster cones entirely encased in the model, then when afterburners are engaged the plume will grow and come out of the end.
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I'm not using thruster plumes! I don't care about capships!
This is for fighter models! With pof-defined thrusters! Damnit!
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i know. that's what i'm talking about.
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Raa's point ----->
Carl's point <------
:p
Raa actually means an engine point (with the new effects) that would only show up when afterburner is triggered (and otherwise, NOT AT ALL). If I get what he's saying right.
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Yeah... Like the pheonix, the two structures on either side would emit a thruster graphic when afterburners are applied, instead of nothing, like now... :sigh:
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Shh, they know not of its splendour.
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Originally posted by PhReAk
here's an idea:
If you name the thruser "thusterXX-ab" then it shows up only if afterburners are on. If its "thrusterXX-std" then it shows up if afterburners aren't active. Otherwise it'll appear as usual.
Not implemented, but liking it. Sounds simple to implement, if you know what you're doing.
...anybody want to volunteer who does? :p