Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: MeekGeek on July 22, 2005, 08:46:59 am
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Well....sort of! They have a purpose, and are things I can't seem to pin down a definitive answer by searching and 'wikiing'.
Here goes..... ;)
1) Turrets on fighters. Are there limits to how many you can have? I know there were limits to the number of turrets ( or used to be anyway ) so how many could I slap on a fighter?
( I know the guns will be AI controlled....but thats EXACTLY how I want. They will be point defence type flak weapons on a large 1-man type corvette/bomber )
2) IS there ANY reason why a player couldn't fly a capship provided it didn't break the maximum number of turrets allowable. ALL weapons bar fixed forward pointing beams would be under AI control.
3) How do you control the viewpoint from 'external' views. If I were to position this INSIDE the hull of my player directed capship, so it looked out from a cockpit type position, would this work? ( aside from screwing up when you pan....
I have built a couple of test ships with 1,2 and 4 turrets, and these seemed to work fine.
The idea is to 'graduate' the pilot onto flying larger vessels as the storyline unfolds. The corvettes are employed as fleet defence, and carry anti fighter arms and either a single low-power beam or missile batteries for anti-capship duties or to act as 'raiders'. I would ultimately like to graduate to much bigger ships if that were possible. The pilot flyability of a BIG ship would eliminate some of the issues with capship behaviour and allow a couple of key mission ideas to actually be possible! Like destroying a world with the biggest Plasma cannon ever......
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1. turrets on fighters - this limited by how many subsystems are on the fighter. when subsystems start getting damaged there is a hud display that can only handle a certain number of subsystems (I think its 7 or 9 not really sure) once that limit is exceeded the game crashes.
2. flying a cap ship - as long as there as ths subsystem limit is observed capships can be player flyable (there is mod out there somwhere where you fly a cruiser through a short campaign)
3. I don't really know what exactly your asking and I don't really know much about views but there is an eye point feild in pcs.
all this being said player flyable cap ships aren't really made becasue its not what the fs game engine was designed for. its hard to make missions that are fun becasue larger capships can target you with their big beams and own your little cruiser in two shots
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For the cockpit: There is a model/table flag in SCP that'll render the ship you're flying, even from cockpit view.
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Thanks Kasperl...thats actually going to work better than what I was going to do.
OK...so 9 turrets are the maximum. rgr that. Seems a rather restrictively low number....but if thats the case, then I can work with that. Will have to watch out that my Corvettes don't get too many subsystems!
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I thought only bombers had turrets ? (as apposed to firing points)
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He he he (nope had turrets on fighters years ago, like the turret 1 destroy trick for RT transformation).
My only question is WHY would you go for normal capship size? FS is a dog fightign game not a tactical strategy one.
My goal would be to allow the use of really SMALL cap ships (liek a gunship class, larger than a bomber, but smaller than a cruiser/destroyer).. IE The Defiant (for trek).
Allowign teh use of larger ships totally ruins the mood as unless you tweak the tables acoordingly players should not expect to have the same gameplay experience and manueverign as normal.
"Command I got an Orion on my 6! HELP ME!!!" [Kaboom!]
lol
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Hey, about that subsystem limit thingy - I know that re-working the hud would be a pain (and desplaying so many subsystem at once would clutter the view), but couldn't this problem be sovled by re-writing the code so it shows only the 7 most damaged subsystems?
So if you have a total of 11 subsystems (let's say 6 + 5 turrets), the most damaged would take precedence at being displayed over less damaged ones.
critical subsystems would take precedence over turrets...
something like the escort list...
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Is there any way to have a turret that ISN'T damaged in any way? That would avoid the issue of damage cropping up
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You can try setting its strength in the tables as 0. It flashes like it was destroyed but at least some of the subsystem code still applies to them as though they were live objects. I don't know if that would work, but it's worth a try.
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Wasn't the subsytem limit problem fixed ages ago? I know I've flown a Deimos in a custom FREDded mission, and had more subsystems damaged than are on the screen.