Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Darkhill on May 01, 2005, 04:34:27 pm

Title: Fighter bay question
Post by: Darkhill on May 01, 2005, 04:34:27 pm
I don't have a problem actually making one.  But no matter what distances I set the points at any ship landing swings way out past the ship then starts the approach.  Is there anyway this can be fixed?
Title: Fighter bay question
Post by: karajorma on May 01, 2005, 04:39:12 pm
You have to move the points in the paths for the bay closer to the enterance of the bay.
Title: Fighter bay question
Post by: Darkhill on May 01, 2005, 04:43:56 pm
I've put all four points almost on top of each other next to the ship and craft still swing out 300-400 meters before starting the approach.
Title: Fighter bay question
Post by: aldo_14 on May 01, 2005, 04:54:48 pm
What's the radius of the furthest out point?
Title: Fighter bay question
Post by: Darkhill on May 01, 2005, 04:57:24 pm
1000,100,10,1 furthest to closest.
Title: Fighter bay question
Post by: StratComm on May 01, 2005, 04:59:40 pm
This may sound stupid, but make sure your path isn't backwards.  It should be first to last on entering the bay.
Title: Fighter bay question
Post by: Getter Robo G on May 01, 2005, 05:03:55 pm
oh so you path it as if it was launching from the bay > 1 2 3 4
Title: Fighter bay question
Post by: StratComm on May 01, 2005, 05:16:58 pm
no, launching is 4-3-2-1.  Landing is 1-2-3-4.  All paths lead toward the ship, never away.
Title: Fighter bay question
Post by: Darkhill on May 01, 2005, 05:39:04 pm
Actually, is there suposed to be four paths with a point each?  Or one path with four vertices?  Mine is just the one path with the 0 vertex the furthest out and 3 right inside the bay.
Title: Fighter bay question
Post by: StratComm on May 01, 2005, 05:52:48 pm
That's right, one path with 4 points (actually 2 is fine, there's not the funny rotation things that dockpaths require).  Though you should have 4-6 paths for a fighterbay.
Title: Fighter bay question
Post by: Darkhill on May 01, 2005, 06:12:40 pm
Why so many paths?
Title: Fighter bay question
Post by: karajorma on May 01, 2005, 06:24:30 pm
Because you can launch up to 6 craft at one time and FS2 hates trying to squeeze them all onto one path.

IIRC you have to have 4 paths for a hangerbay to work.
Title: Fighter bay question
Post by: Darkhill on May 01, 2005, 06:25:36 pm
Didn't know that.

So four paths each with four vertices?
Title: Fighter bay question
Post by: StratComm on May 01, 2005, 06:33:52 pm
I think it works with 1 path (checks Faustus...) but there's no telling what the AI is going to do with it.  It'll let them land but it won't look right.  4 is always the safe minimum.  Yes, 4 paths with 4 vertices.

EDIT: The Faustus has 2 paths, but they are only used once when it launches escape pods.  The Moloch, with its 2-foot-square fighterbay, has 3. Everyone else has 4 and up, simply because of the AI's inability to deal with path conflicts.  That's why I'm guessing your seeing ships flying away; something else is in the path until it turns to dock.
Title: Fighter bay question
Post by: Darkhill on May 01, 2005, 06:35:12 pm
It does work with the one path but they go way out of their way to land.  I'll try four and see how it goes.  Thanks.
Title: Fighter bay question
Post by: modis on May 02, 2005, 12:41:18 am
I think I have question from same thing.
I made 4 docking points and saw that first ship goes too far while launching. I checked model editor and saw that one docking point leads further than others. I tryed to fix it's coordinates, but they are right, just next to other 3. But model viewer shows it's end much further. Is it some kind of bug?
Title: Fighter bay question
Post by: StratComm on May 02, 2005, 12:47:46 am
probably not, as those points are translated pretty literally.  Make sure you don't have a negative sign where you don't want one or something (like an extra zero) that could be throwing if off.  Paths are pretty stable, i.e. I've never had any problems with them, so there's probably something actually wrong with the model itself.
Title: Fighter bay question
Post by: Getter Robo G on May 02, 2005, 06:12:35 pm
I'm probably the only one but you just confused the hell out of me...

.                         This is fighter >
This is same facing (Ship- Orion) 4-3-2-1 (to Space)  for launching yes?

for landing..            (Ship-Orion) 1-2-3-4 < (fighter from Space)

That's how you explained it (as I translated) but you might be wrong buy your numbering as ONE of these paths leads away from the ship (I just really got confused now if 1 actually means FIRST (start path here)...I would guess the bottom one.

  (I'm not gonna deal with this for a long time, but woudl like to understand it eventually...)
Title: Fighter bay question
Post by: Roanoke on May 06, 2005, 01:19:28 pm
You can also use FRED to see fighter bays. I tend to use model view and the subsystem editor to plot waypoints.
Title: Fighter bay question
Post by: Darkhill on May 08, 2005, 05:04:04 pm
Adding in more paths seemed to have fixed the problem.  Thanks.
Title: Fighter bay question
Post by: StratComm on May 08, 2005, 05:45:27 pm
Quote
Originally posted by Getter Robo G
I'm probably the only one but you just confused the hell out of me...

.                         This is fighter >
This is same facing (Ship- Orion) 4-3-2-1 (to Space)  for launching yes?

for landing..            (Ship-Orion) 1-2-3-4 < (fighter from Space)

That's how you explained it (as I translated) but you might be wrong buy your numbering as ONE of these paths leads away from the ship (I just really got confused now if 1 actually means FIRST (start path here)...I would guess the bottom one.

  (I'm not gonna deal with this for a long time, but woudl like to understand it eventually...)


Sorry, I forget that people have to translate what I say.  To use your notation, it's...
(Ship-Orion) 4-3-2-1 > (Fighter to Space)
Title: Fighter bay question
Post by: Darkhill on May 15, 2005, 10:16:33 pm
Got some time to play around with this some more but still having problems.  It looks like the ship goes to the start of the path when landing.  But instead of following the path to the hangar it flys right to the end point.  The hangar on this ship is not out in the open, fighters have to fly around a outcroping to reach the hangar.  I've got like five paths so I have enough, any other suggestions?
Title: Fighter bay question
Post by: TrashMan on May 16, 2005, 09:06:51 am
you prolly messed the direction...

that, or you placed a path too close to the hull..
Title: Fighter bay question
Post by: StratComm on May 16, 2005, 11:20:32 am
Do they launch correctly?  Ships may very well not land according to the path.  However, I think colission is disabled so you shouldn't have to worry about them being too close to the hull.
Title: Fighter bay question
Post by: Darkhill on May 17, 2005, 12:00:04 pm
Launching craft seem to go through the hull in the same place they land.  Point 1 is furthest out and point 4 is right inside the hangar.  Radii on the points are what they are supposed to be.  How far out from the model should the first point be?
Title: Fighter bay question
Post by: Roanoke on May 17, 2005, 04:17:52 pm
just wherever it looks right. Is you're opening wide enough ?