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General FreeSpace => FreeSpace Discussion => Topic started by: S-99 on April 04, 2006, 12:20:45 am

Title: Point defense shields
Post by: S-99 on April 04, 2006, 12:20:45 am
I don't know if this would work or not, but those who have watched Robotech/Macross, you know that before they found out how to shield the sdf1 completely, they came up with point defense shielding.
They had like 3 heavily concentrated force fields that ran freely all along the hull.
The shields would be used to intercept Zentraedi missiles and stuff, and worked really well unless...
One of the ladies in the point defence shield control room freaked out on her trackball interface and missed an incoming missile(hitting the ship instead of the shield).

Anyway, sounds like something command didn't think of.
They only knew how to shield fighters and shielding ships larger than fighters was difficult.
Though the shivans could shield a whole entire super-destroyer.
Using point defense shielding along the hulls of not the strongest cruisers like aeoluses and fenrises, would make them last a lot longer.
Point defense shields could do stuff like intercept bomb and missile fire, and more turrets would be used offensively, as opposed to shooting down bombs with flak or lasers.
Point defense shields could be used to intercept laser fire.
Maybe even for defense of beams, though beamfire is the least predictable thing.
You don't know where a beam is going to hit until it hits, and sweeper beams are unpredictable as all hell to tell where they will sweep across your cruiser.
To intercept a beam with point defense shields, it'd probably be the result of lucky positioning.
Anyway, having a system like this on especially the weaker cruisers would be a huge hand up for much longer survivability rates.
Hell, they'd be useful on huge ships like orions and stuff(super-destroyers and juggernauts don't really need them, being they're already hard as **** to kill), but you know, i was just using weak cruisers that big difference would be more noticable. :nod:
Title: Re: Point defense shields
Post by: FireCrack on April 04, 2006, 12:51:10 am
So kind of liek the I-War LDAs?
Anyway, sounds like something command didn't think of.
Unless ofcourse freespace sheilds have the effect of cutting in half wahtever part of the ship they happen to intersect.
Title: Re: Point defense shields
Post by: Shadow0000 on April 04, 2006, 01:41:31 am
This is one of the Shield defenses that I known since I was child.

If you remember the Robotech, without going with much detail, that was the Super Dimensional Fortress Macross (Model: SDF-1 Macross), I don't really believe FS2 terran's has a "Super" so complex, not to talk about it's capabilities to transform (and kill some civilianz inside, that was funny...who damn desing it ?).

Not only that but there are no Terran Capital Ships with shield capabilities. Only the Shivan's Lucifer....so even when talking about be able to alocate 3 layers of Shields around a ship is even far from it....

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The problem with this, is also IA, I don't really believe a player could do this, if you remember Robotech the 3 girls were managing 1 layer, so a really "Intelligent" IA would be needed....

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Aside from that, this system wouldn't work for FS2 engine, since Beams automatically travel to the locked location, which is the worst thing that I find in the whole game, this prevents lots of excellent effects and tactics from being done. That means Beam just ignore Shields, if you set the Flag for No_Beam_Piercing the only difference is that the Damage is taken from Shields HP instead of HitPoints........
Title: Re: Point defense shields
Post by: S-99 on April 04, 2006, 03:03:18 am
Well i figured in the least it was a sweet enough of an idea to at least ponder, but i guess not(i didn't post this in the scp forum).
Plus like i remembered enough of how the sdf1 shields were controlled that i mentioned it when i posted this topic.
Yes the lucifer was the only example of a capship with shields(nonterran or vasudan for that fact).
I'm sure command could afford to try to modify any of it's ships.
I mean they sure were able to modify a bunch of orions with beam cannons.
Not to mention all the war ships as small as cruisers.
Like the only ship that couldn't be modified with beams was the typhon.
Among designing such a system like the one in robotech/macross, there would be the possibility you would need to design a ship a new ship for it.

Plus the fswiki doesn't say anything about the fs-shields having the affect of cutting whatever it intersects, otherwise that'd make a sort of a sweet melee weapon.
Well if you wanted to(say fs2 engine did support it), start off with something less antiquated like only bomb interception, you could just tell it to intercept incoming bombs and nothing else.
Turrets do a lot of switching targets.
Why wouldn't the shield system something similar, just wouldn't be shooting.
And who here plays a campaign where they can play as a capship anyway(besides a test mission).
When people have a modified mission to play as like a deimos, well, you're certainly not controlling every single turret manually.
The only thing the player controls is the maneuvering of the ship, target acquisition, and turning your beams on and off.
Certainly the **** that on controlling where the shields would position themselves along the hull at the same time.
And beams can penetrate shields, but survivability of a capship would still be increased a good margin.
It'd be an excellent bomb or missile defense in the least.

I'm not talking about actually applying this, just saying it's a cool idea to get away with shielding without shielding the whole ship(if command was able to design such a shield system).
Certainly be cool if  :v: had an fs3.
Fs2 is different in so many ways compared to fs1, fs3 would most likely have that aspect.
But, we don't know if   :v:  would try to get away with using a modified fs2 engine, since fs2 is using a modified fs1 engine.
Certainly be a cool thing if fs3 had any type of capship shielding, say like the robotech/macross thing.


Title: Re: Point defense shields
Post by: Shadow0000 on April 04, 2006, 03:13:50 am
Quote
I'm not talking about actually applying this, just saying it's a cool idea to get away with shielding without shielding the whole ship(if command was able to design such a shield system).
Certainly be cool if  had an fs3.
Fs2 is different in so many ways compared to fs1, fs3 would most likely have that aspect.
But, we don't know if     would try to get away with using a modified fs2 engine, since fs2 is using a modified fs1 engine.

I think naming FS3, was worse than naming the shield idea, which I find totally right, I have tried to do some things which seems to be impossible also.

The problem, is that the SDF-1 shields work as Sub-Models:

Ex: a Shield is only seen and supposedly active when a bomb or something damages you...

If you remember Macross/Robotech, once they go in to Battle, they activate the shields permanently, and the n the main problem which is rotate it through the model. The Model is not spherical so you cannot rotate it, and leaving a big marging would produce lot's of trouble, with smaller ships that fire near it...this would be the main problem...harder than the IA one, which probabily it's possible to do something with the actual features...

So, they go around the surface, that's pretty hard, again the problem is that the IA would have to "intercept" the bomb, in this case try to stay of the incoming bomb, shoot, etc...

But the profit in this kind of shield system would be without doubt for intercepting Beam from another ships
Title: Re: Point defense shields
Post by: S-99 on April 04, 2006, 03:30:50 am
well even if the shield only appears when hit, step in the right direction.
but in gameplay it'd be too hard to exploit the weakness of the shield.
it'd be priceless to hear command say"well some bombs will hit, and some wont, hope for the best." :lol:
in other words it'd make the game unbalanced in a serious way if the shields weren't visible, you wouldn't be able to exploit the weakness of the system if invisible.
Sort of like how other ships have strengths and weaknesses that can be exploited.
Yeah the AI would have a hard time for bomb interception, the AI would need to be smart enough to target any random bomb fired at the ship, and followit completely until blowing on impact, not to mention being able to target another bomb and move in time to intercept another one if say flak neutralized the first targeted bomb.

Another idea for shielding was strapping bosch's mom in front of a lesser subsystem on the hull iceni.
I mean, that'd just really redirect a ton of enemy fire along a less important part of the ship, while its engines aren't being disabled for it's run to gamma draconis.
Title: Re: Point defense shields
Post by: NGTM-1R on April 04, 2006, 10:39:32 am
You know, I'm surprised I didn't think of this before. It's clearly possible to generate partial shielding, the FS1 cutscene about the shield test shows that. I think the problem is that it can't really be moved around, so it would essentially be static and therefore useless.
Title: Re: Point defense shields
Post by: Eightball on April 04, 2006, 04:08:46 pm
Not necessarily - you could power up only sections of the shielding as the need occured - ie, to repel Cyclops torps.  This might save energy (though it also might not - powering the shields up and down probably costs more than just leaving it on).

And I though shields couldn't stop beams?
Title: Re: Point defense shields
Post by: S-99 on April 04, 2006, 05:12:42 pm
Yeah beams can pierce shields.
Probably most likely due to the fact that a beam is such high energy focused on whatever it's blasting
Beam defense should be scratched.
I mean after a while due to normal weapons fire your shield does turn into wet tp.
Partial shielding is still a cool idea.
Though i don't know where you'd want to position the partial shielding, it'd be a system useful for a weak cruiser like an aeolus if they could switch shield energy to different quadrants like we can with fighters.
Just that aeolus is too big, so they'd be switching the whole entire shield to a different area of the ship completely.
Either that or just having a frontal shield would be completely awesome for head on attacks.

Title: Re: Point defense shields
Post by: Getter Robo G on April 04, 2006, 06:11:50 pm
Make me a octagon.cob with a temp texture  and then copy it and make the outer copy the shield. I will see how it goes as I was working along similar lines for Gundam... If this works, it would be a real cheesy way of getting the effect in Robotech 2.0, but I am willing to try this. I won't say exacly how, I'll leave that for a surprise , but I DO have a idea I think is feasible... ;D

  Originaly I worked on remote bits but never found an appropriate model, recently I remembered how they work together and can shield a mech so I was going to make a new pof of a triangle with 4 shields and using fred switch out the bits for the shield one. At the very least it would make a cool cut-scene.

L8tr! [EDIT] (%$# do you know how many times I need to proof read hese posts now, bloody cataracts!) :D

Title: Re: Point defense shields
Post by: StratComm on April 04, 2006, 06:44:24 pm
The shield mesh a) should have no UV mapping or it may screw up the converter - at best it should have no texture - and b) shield meshes really don't like being high-poly, so if you just replicate the hull of a capital ship and inflate it a little bit, you're probably going to run in to problems.  I don't want to stop you from trying by any means, but I wouldn't keep my hopes up about it.
Title: Re: Point defense shields
Post by: The Spac on April 04, 2006, 07:07:59 pm
It could be easy to implement partial shielding on a capital ship, have a shield sub system that you have to destroy first before you can commence bombing, would that not add more to bombing runs?
Title: Re: Point defense shields
Post by: Eightball on April 04, 2006, 07:17:29 pm
Wouldn't the sub-system be shielded, though?
Title: Re: Point defense shields
Post by: S-99 on April 04, 2006, 07:39:11 pm
I'd find that fun for bombing runs.
In a tedious fun kind of way :)
Well, as for shielding for subsystems is usually depleted uranium.
Title: Re: Point defense shields
Post by: FireCrack on April 04, 2006, 08:11:03 pm
Hmm, i just watched the lab scene again, found it odd that there was no terran->vasudan translator...

Anyways, it seems possible, though there may be the need to move physical equipment around the surface of the ship to move the sheild itself...
Title: Re: Point defense shields
Post by: The Spac on April 04, 2006, 08:38:25 pm
Yeah the subsystem could be shielded, but I was just thinking if it wasn't it'd add a new gameplay dynamic in. On larger ships like destroyers you could have 2 shielding subsystems. people in fighter craft would have to take out the shield subsystems so that the bombers can then make their attack.
Title: Re: Point defense shields
Post by: S-99 on April 04, 2006, 10:42:40 pm
That's one thing about the Robotech/Macross thing didn't have.
They were operated by ladies in a control room moving the shields around the hull of the ship controlled via trackball.
The thing with the shields moving along the hull is that they just sort of floated around along the hull where the trackball was making them go.
Realisticly, you probably would need physical equipment to move the shields around.
That'd make having two point defense shield subsystems interesting.
One subsystem would probably be the shield generator, the other subsystem controlling the movements of the shields.
Blowing out the shield generator would power off the shields.
Blowing out the movement subsystem, would make the shields unable to move again, hopefully where the shields came to a dead spot is where they're needed the most since they wont be moving again:p
That would be sweet.
If you were to need physical equipment on the surface of the hull to do all of this, why not put the shield generator in the equipment that will also be moving the shield.
A little fighter shield that runs along the hull with magnetic legs or wheels or whatever it uses to get around.
Which raises another thing, there should be no problem if say you were to shield a turret with like a fighter shield or something, turrets are around the size of a fighter if not smaller.
I mean objects smaller than fighters have been shielded before like the stiletto missile.
I wonder why gtva hasn't shielded turrets or other missiles or bombs besides the stiletto.
Title: Re: Point defense shields
Post by: Porthos on April 04, 2006, 10:57:44 pm
Not to be going off topic or anything, but do any of you intend to watch the Robotech: Shadow Chronicles thats coming out? www.robotech.com


All this talk of Robotech makes me want to go watch Macross for old time sake.
Title: Re: Point defense shields
Post by: S-99 on April 04, 2006, 11:20:32 pm
Speaking of macross, do a search for "macross zero".
And download that series.
Roy fokker is in it, takes place in the unification wars about a year before the zentraedi came.
And more overly, it takes place 9 years after the alien ship fell, that got rebuilt later by the humans and was the sdf1.
It also takes place when the veritechs were brand new and still used fuel(not nuclear power like the later ones).
The veritechs were developed afterwards because the rebels already had a transforming fighter/mecha, that was just raping the UN.
You know the people in macross zero flying standard fighters are literally screwed(that would be mig29's and F-14's),  until the veritech came out.
All the mecha battles are done in cg and stuff, you also learn a lot more about how the veritech operates, which is sweet.
Anyway, you should download the series, so far it's five episodes.
I don't know if they're making more, i've only seen the first episode which is sweet as hell.
http://www.macross.co.jp/zero/
http://en.wikipedia.org/wiki/Macross_Zero
I think macross zero was made like in 2004 or 2004 or something.

I will have to watch shadow chronicles, i saw the trailer and i think i know what it's about.
The sdf3 assistance mission?
I remember there was like only one cartoon that had the sdf3 in it, and it was before it got deployed, then the rest of the story was only as books, because the rest of that part of the story as a cartoon got burned in a building fire, which majorly sucked.
But, hey, this is going to be sweet:D
Title: Re: Point defense shields
Post by: Porthos on April 05, 2006, 09:21:22 pm
Yep, The episode your refering to I beileve was Robotech: Sentinels, and It was a 1h 30min movie following Rick Hunter's Expeditionary Force, I was looking so foward to that way back then. Still followed it in the comics. Apparently, Shadow Chronicles takes place after the last episode of The New Generation, when the SDF-3, Rick Hunter command ship, failed to defold. I was so mad that you never really learned what happened to Admiral Hunter. Well now we do.
Title: Re: Point defense shields
Post by: Getter Robo G on April 06, 2006, 08:13:11 am
Well if you want to read what I think happened to SDF-3 you can read my X-over fic...

http://forum.spacebattles.com/showthread.php?t=42590&highlight=nexus


Since you like Robotech so much, why not supporst us over ar our sister FS2 site's Game Wardern RT forums (For Robotech 2.0...)
http://www.game-warden.com/forum/forumdisplay.php?f=2


Latest WIP from Ancient Angel:

REF Ikazuchi Command Carrier
(http://i22.photobucket.com/albums/b321/Star-Dragon/ikazuchi.jpg)

Like I said, give me a few weeks and I will get around to trying some of this out...
Title: Re: Point defense shields
Post by: NGTM-1R on April 06, 2006, 01:38:11 pm
Yep, The episode your refering to I beileve was Robotech: Sentinels, and It was a 1h 30min movie following Rick Hunter's Expeditionary Force, I was looking so foward to that way back then. Still followed it in the comics. Apparently, Shadow Chronicles takes place after the last episode of The New Generation, when the SDF-3, Rick Hunter command ship, failed to defold. I was so mad that you never really learned what happened to Admiral Hunter. Well now we do.

The whole Sentinels thing was released later on as a series of novels (get the novels people, they're better!) by Jack McKinney. There were some other novels that filled in the gaps in the series; of these the only one I really recommend is Zentradi Rebellion.

And if Shadow Chronicles follows End of the Circle, I'm going to pissed. Lord am I going to pissed.

EDIT: That reminds me Getter, I wanted to ask if you could make/find me a fighter-mode Gundam Wing Taurus...I'll even trade you for it if you need somebody to do a variety of MS weapons for FS Gundam. (Don't ask me for a complete MS, I can't do it. Believe me, I've tried.)
Title: Re: Point defense shields
Post by: Getter Robo G on April 06, 2006, 03:06:27 pm
I'm embarresed to say I never heard of it.. The only Gundams I have real access to are the HW2 ones I  have ported (and still try to)..

However, if you'd be willing to optimize the parts and assemble them in the corect places (as they are in pieces and when complete average about 9k pollies) I'd start sending them one at a time to you to work on.. INCLUDING cap ships!!! as ATM multi-part turrets are the "bane of my existence" (look how long it took me to master single parters...  :nervous:) I am not a modler or texture so bascily am skillless.

For feddies we got GP01 and 02 (both like 11k)

For Zeons we got 4-5 zaku varients PLUS Char's "Red Comet" Z named mecha"

For caps, so far, most of them convert over but need the turrets stuck on and properly set up. The Dreadnought mesh crashes FRED for some reason though???


"We've spotted Char, launch immediately Amuro!" - Lt Noa Bright...
(http://i22.photobucket.com/albums/b321/Star-Dragon/whitebase1.jpg)

I'm in the process of decompiling them and texture conversion to a format we cam use..  IE I butchered teh guncannon cause it was too high poly with shoulder guns so I copied teh right arm I think and pasted in on the left side so it holds two rifles... ect... The Core fighter needs to be textured like the show.
Title: Re: Point defense shields
Post by: S-99 on April 06, 2006, 03:20:21 pm
No gundams, veritechs are way sweeter:) :)
Title: Re: Point defense shields
Post by: Getter Robo G on April 06, 2006, 03:28:56 pm
Yeah yeah whatever.. (kidding) Just understand that was my Era... And we all know Super Robots own everyone anyway right? (meaning VT's, Gundams, and ships named Enterprise) :D

"Did he just PUNCH my ship?" - Captain James T kirk...


Title: Re: Point defense shields
Post by: Porthos on April 06, 2006, 03:33:15 pm
"Did he just PUNCH my ship?" - Captain James T kirk...




Ha, I remember that.
Title: Re: Point defense shields
Post by: Goober5000 on April 06, 2006, 04:48:56 pm
"Did he just PUNCH my ship?" - Captain James T kirk...

What's that from?
Title: Re: Point defense shields
Post by: Getter Robo G on April 06, 2006, 07:51:20 pm
Inside joke, Gladiator of the Shii'ar (SP?) Empire atacks the Enterprise and punches the shields...

I was merely transplating that scene with a mech in mind...

http://www.memory-alpha.org/en/wiki/Star_Trek_-_X-Men#Story:_.22Star_TreX.22

I can't find the site thaat actually had the comic online, the pic of that scene is priceless...
Title: Re: Point defense shields
Post by: Goober5000 on April 06, 2006, 11:44:52 pm
:lol: I'd like to see that. :)

I thought it was from Space Seed, or one of the other TOS episodes I haven't seen.
Title: Re: Point defense shields
Post by: Shadow0000 on April 07, 2006, 10:44:07 pm
Well, no one is really going off topic with Gundam, the point defense shields could be used for OZ model 13MSX2, the Mercurius (Kidou Senshi Gundam Wing / New Mobile Report Gundam Wing, for reference), it uses various mobile shield generators in order to defend from any side, it can be hardly damaged like until with the Macross it is attacked from 2 different sides at the same time.

Again, I bet like Shield does not rotate as it cannot be assiged to be kind of "child" like with turret Firepoints, but well you it can be easily modeled/allocated with an Alpha texture and assign some decal that flashes very much like the shield's one, to rotate around the mercurius as it shield generators rotates around it, and not around it's surface like what happen with the SDF-01 (and newer SDF models).

I would post a pic it's useless until it's one that is battle already, otherwise the shields won't be active, and no one would understand what I said (even with the pic).
Title: Re: Point defense shields
Post by: Getter Robo G on April 07, 2006, 11:33:56 pm
well I will just fall back onto a tried and true method (at least back in retail days).

Shield Generator subsystem is a turret... Now you know why I wanted an octagonal pof (which you then temp texture and in model view change the name to invisible)... It is shielded so when it is hit you see the pinpoint barrier get hit (and only the shield as the object is is shilelding is invivible)  Genius no?

It may not be the most sophisticated way to do it, but at least it should work (and that's the whole point, making it do something)... Now you will have to edit the table to have a extremely short distance and fast rate of fire. I twill be possible to break through it but should be interesting none the less...

:D


Title: Re: Point defense shields
Post by: Shadow0000 on April 08, 2006, 12:46:26 am
Well, you can't use a Hull Decal to fake the Shield's decal because Decals are assigened to Weapons and not to Models. So it may surely by totally invisible...truly the Ocatagonal shield is suited best and frequent used in other than  Gundam....

Anyways you should set the Energy of the SubSystem really high, and set is as a Sub-Model with rotation, remember while a Shield won't interfere with your shoots, a Hull will do, so watch out. Basically the SubSystem should have a lot of HitPoints, after all is not indestructible, is a powerful shield, but it can stop a Beam rifle shoot (or a little more),and then it's usually exausted. I was supposed to that, set my shield at really high HP, still I prefer manual guard more than the IA one:

(http://i29.photobucket.com/albums/c254/Shadow0000/ZGMF-X10A-Shield.jpg)

originally this:

(http://i29.photobucket.com/albums/c254/Shadow0000/ZGMF-X10A-Shield-ConceptArt.jpg)

(Yes, is missing the Scope and in the left side, and a little part in the upper-right, I don't want to raise the polycount for something useless as is an scope...but I'll probabily do it to give more detail to it, is too symmetric right now).
Title: Re: Point defense shields
Post by: StratComm on April 08, 2006, 01:24:43 am
AI.  The abbreviation is AI.  I've just seen that wrong too many times to not say anything.

Cool looking shield, by the way :)
Title: Re: Point defense shields
Post by: Shadow0000 on April 08, 2006, 01:39:42 am
Quote
AI.  The abbreviation is AI.  I've just seen that wrong too many times to not say anything.

upss..sorry it is not that I really wrote it wrong, is that I forget to translate the abbreviation to English...

Quote
Cool looking shield, by the way

Thanks...(I actually have done a few different Models, better and more complex than this one). I didn't really want to post this, but as I see some other models (the Gundam Victory / Gundam V) were posted it hasn't importance
Title: Re: Point defense shields
Post by: Getter Robo G on April 08, 2006, 04:50:05 pm
Implimentation for teh two mods will be different....

For Robotech PDB's will be as I described (unless someone else refines it better)

As for Gundam, their shields are both defensive and offensive, if you notice most have some sort of gun or beam or missile imbedded in it (Today I got the dvd of a movie I used to own 20 years ago, Char's Counter-Attack. great to finally hear it in english. Now I know why the hell those two messed up kids go psycho...)

I finally got a screenie of what I tried to make (and failed)... I was halfway through getting it working in retail but never found a sutible model (was using a borg spindle at the time).

Gundam Remote Bits (AKA "Funnels")...

(http://img425.imageshack.us/img425/5449/bit7gc.jpg)

not even close...

(http://img112.imageshack.us/img112/1111/remotebit16xe.jpg)

the texturing is more like THIS though last shot was good for shape but was erroneus for looks..

(http://img112.imageshack.us/img112/9963/remotebit24nx.jpg)
Title: Re: Point defense shields
Post by: Shadow0000 on April 10, 2006, 09:08:50 pm
Quote
(Yes, is missing the Scope and in the left side, and a little part in the upper-right, I don't want to raise the polycount for something useless as is an scope...but I'll probabily do it to give more detail to it, is too symmetric right now).

I regret for what I wrote, it isn't a scope and it has a really good use (anyways I already finish it)

----------------------------------------------------------

Those are the 8 (or 5/6?) portable turrets that the V Gundam uses, united they can be used as a laminated Shield, it can disarm into flying turrets which attack the enemy from multiple sides, this attack is also used by another character with a gigantic Jinn model....in Gundam Seed, the AQME-X04 is a fighter ship which has the same ability (4 turrets), also the it can be attached to a Mobile Suit.

Basically there are lot of Shield types, which I won't name, there are about 7 different types of shields at least. If I would be you I would aim for the all-mighty Hi-V Gundam, it posses RemoteBit (x10 Units) 5 in each of it mighty wings (yes, it now has Wings), the weapons and attack are the same, but the Model is much more refined, but you won't ever see that until you go......SRT.......

-----------------------------------------------------

Quote
Gundam Remote Bits (AKA "Funnels")...

RemoteBit-16xe, Outlined (kind of Cell-shading) [122 Vertexs / 230 Polys):

(http://i29.photobucket.com/albums/c254/Shadow0000/RemoteBit-16xe.jpg)

In-Game:

(http://i29.photobucket.com/albums/c254/Shadow0000/RemoteBit-16xe-InGame.jpg)

This is the most detailed I can get with the picture you have posted....I can't see well the 24nx to determine the difference....I'll also see the Mercurius shields, they are called Planet Defenser the Mercurius has 10 units, while the newer Mass production WF-02MD Virgo II has only 8 Units, seems easy......


Title: Re: Point defense shields
Post by: NGTM-1R on April 10, 2006, 09:48:27 pm
IIRC Getter doesn't have any of the Wing suits. I've already asked for a Taurus if he could find one, but none apparently exist.

And the Mercurius/Virgo would probably be better handled as some kind of hackish use of the turret system.
Title: Re: Point defense shields
Post by: Shadow0000 on April 10, 2006, 10:17:29 pm
Quote
...the Mercurius/Virgo would probably be better handled as some kind of hackish use of the turret system.

You're limiting it, actually the FS and the SCP has most of the features that any Mecha can need, and the ones that aren't present are in the "Feature Requests" section in the WIKI.

Basically when the Animation Code through SEXPs is implemented Animation Code, we can bind 4 directional Keys, set the Pivot of the Planet Defenser to the center of the Mercurius/Virgo II, and then bind the Animation Code to the SEXP, that way we could manually rotate around it. Anyway this is speculation, but most thing can be done with either heavy usage of the Animation Code and SEXPs, otherwise piloting robots, won't really be something too different to ships...(and it is.....)...there is also a way of using this Funnel as Shields, but I still don't test it, what I am sure is that my Shield (posted above) works and can be moved in order to block frontal shoots and then fire......again every kind of weapon needs different Animation Code orders (and even SEXPS in some case)

-------------------------------------------------------------------

(http://i29.photobucket.com/albums/c254/Shadow0000/RemoteBit-16xe.jpg)

Actually, used by the RX-93 V Gundam (not the Gundam Victory), this is called "Fin Funnel" the object is a Funnel (Fin is the name of the Model). The Sazabi also uses different ones (Funnel):

(http://i29.photobucket.com/albums/c254/Shadow0000/msn-03-funnel.jpg)

This is the one that Getter posted (Fin Funnel):

(http://i29.photobucket.com/albums/c254/Shadow0000/rx-93-finfunnel.jpg)

Now, I see that my model lacks of some polys.....
Title: Re: Point defense shields
Post by: NGTM-1R on April 11, 2006, 12:58:04 am
A Virgo, in particular, would be a non-player craft in almost any situation. As such, SEXP and manual control of the shield is impractical. Unless you propose major alteration of the AI, of course. (And there is a...well, fear of touching the AI code amongst the SCP folks.) A somewhat hackish use of the existing turret functions would automate the movement of the shield so that it would automatically face the nearest enemy.

And the obvious answer to making it feel like it's different is to use the rarely-implemented 3-dimensional movement controls, and make the speed thus attained superior to that of the standard throttle. (This makes particular sense for mobile suits, whose thrusters are mostly directed downwards; they would be fastest in the Y-axis, not the Z.)
Title: Re: Point defense shields
Post by: Shadow0000 on April 11, 2006, 01:25:49 am
Quote
A Virgo, in particular, would be a non-player craft in almost any situation. As such, SEXP and manual control of the shield is impractical. Unless you propose major alteration of the AI, of course. (And there is a...well, fear of touching the AI code amongst the SCP folks.) A somewhat hackish use of the existing turret functions would automate the movement of the shield so that it would automatically face the nearest enemy.

If you see the series, the Virgo II mostly uses the Planet Defenser looking forward facing the model is attacking, in the other hand if it is attacked from backwards, I really doubt he noticed and it would be normal to be damaged....The Mercurius is used by Heero and Quatre once, so it counts as a player ship. Actually I have see games and most enemies AI aren't able to perform the harder techs, while the player can so, the experience is mainly for the player

Quote
And the obvious answer to making it feel like it's different is to use the rarely-implemented 3-dimensional movement controls, and make the speed thus attained superior to that of the standard throttle. (This makes particular sense for mobile suits, whose thrusters are mostly directed downwards; they would be fastest in the Y-axis, not the Z.)

No, and yes, this is the basic feature for robots, you're somewhat wrong at it, robots Thruster can rotate to almost any direction with an small angle limitation, however the Thruster are located usually looking upwards-front, usually they go downwards with gravity but that doesn't apply to space, while  they also posses side Thrusters to go strafe left and right, basically they can move in any direction. I have already seem ships which has this features, for example G-Darius one, in reality you have the Harrier (I know it's the same thrusternot the same mechanism, but well it can move upwards) 

I think that's the only feature is not available, believe I have already think in most of the others. There are much more things you can do with a robot (and I bet I have most of them...).

Thrusters (from the GAT-X102 Duel, my 1st Sub-Model, it is has some polys wrong):

(http://i29.photobucket.com/albums/c254/Shadow0000/GAT-X102-Duel-Booster.jpg)
Title: Re: Point defense shields
Post by: Getter Robo G on April 11, 2006, 07:12:00 pm
Looks like you are well ahead of me Shadow.  Yeah I only have access to what the HW2 team allowed me to use (the current mod) so no Wing or other series yet (though they mentioned eventually they want to start adding some more).

Here's a funny pic, Amaro tries to stop Boldoza's cannon.. "yay I got it down to 99% At this rate it will only take an hour to stop this turret!"
http://i22.photobucket.com/albums/b321/Star-Dragon/gorg2.jpg



Now let's DO this thing!"
(http://i22.photobucket.com/albums/b321/Star-Dragon/whitebase1.jpg)


Shadow, any chance can I use your Funnel?
I'd post screens of the two Zeon ones but you already seen them.
Title: Re: Point defense shields
Post by: NGTM-1R on April 11, 2006, 10:23:09 pm
If you see the series, the Virgo II mostly uses the Planet Defenser looking forward facing the model is attacking, in the other hand if it is attacked from backwards, I really doubt he noticed and it would be normal to be damaged....The Mercurius is used by Heero and Quatre once, so it counts as a player ship. Actually I have see games and most enemies AI aren't able to perform the harder techs, while the player can so, the experience is mainly for the player.

Well, there's nothing to keep the Virgos and the Mercurius from using different methods...or for that matter having player and NPC variants upon the Mercurius. Virgo Is could clearly manuver their shields to intercept fire incoming from directions other then the front ninty-degree arc (they kept using a sequence where one was doing just that for the recap at the beginning of the episode, in fact...). That the Virgo II could not, being an enhanced version, is nonsensical.

No, and yes, this is the basic feature for robots, you're somewhat wrong at it, robots Thruster can rotate to almost any direction with an small angle limitation, however the Thruster are located usually looking upwards-front, usually they go downwards with gravity but that doesn't apply to space, while  they also posses side Thrusters to go strafe left and right, basically they can move in any direction. I have already seem ships which has this features, for example G-Darius one, in reality you have the Harrier (I know it's the same thrusternot the same mechanism, but well it can move upwards)

Sorry, but I'm sitting here looking my Wing official tech manual and collection of official art/screens...these are not vectorable thrusters. The way they're constructed it just isn't possible. The built-in ones in the feet are vectorable because you can move the legs, but in all but one case (Space Leo) the back-mounted thrusters aren't vectorable. (Even the main thrusters of the Space Leo weren't vectorable, but the drum-mounted ones extending from either side of the backpack rotated.) Maybe, maybe they could use electromagnets to duct it without moving parts...but in addition to the power usage and additional weight (computers have to be shielded from them, nevermind the electromagnets themselves) problems, if they could do that there is an obvious application as a defensive technology. If you can duct reactor plasma like that, you ought to be able to redirect a beam cannon too.

The vernier mounts on Tallgeese and Wing Zero are probably vectorable, but they're never actually shown doing it. Wing and Epyon could both clearly move their heavy back mounts...but Epyon also clearly relied on a set about waist-height, rear, for main motive power. Judging from every other OZ MS that wasn't vectorable.

I think that's the only feature is not available, believe I have already think in most of the others. There are much more things you can do with a robot (and I bet I have most of them...).

Animating the vectoring would be a nightmare...but technically possible via the submodel animation code. The three-dimensional movement capability has been in since FS1.
Title: Re: Point defense shields
Post by: Shadow0000 on April 11, 2006, 11:27:42 pm
Quote
Sorry, but I'm sitting here looking my Wing official tech manual and collection of official art/screens...these are not vectorable thrusters. The way they're constructed it just isn't possible. The built-in ones in the feet are vectorable because you can move the legs, but in all but one case (Space Leo) the back-mounted thrusters aren't vectorable. (Even the main thrusters of the Space Leo weren't vectorable, but the drum-mounted ones extending from either side of the backpack rotated.) Maybe, maybe they could use electromagnets to duct it without moving parts...but in addition to the power usage and additional weight (computers have to be shielded from them, nevermind the electromagnets themselves) problems, if they could do that there is an obvious application as a defensive technology. If you can duct reactor plasma like that, you ought to be able to redirect a beam cannon too.

The vernier mounts on Tallgeese and Wing Zero are probably vectorable, but they're never actually shown doing it. Wing and Epyon could both clearly move their heavy back mounts...but Epyon also clearly relied on a set about waist-height, rear, for main motive power. Judging from every other OZ MS that wasn't vectorable.

I am mayorly talking about Seed, Wing is just an small point in Gundam, as Gundam is just an small point in...***** ***** *****..., basically robot rotates it core and while still looking forward for firing it can move barwards, it's just like having a Booster pack in your back, you can be looking or firing to a different side from which you're heading, side thusters is another story, but I bet some desing have it, and even if they don't, I believe it works like this in games, you just need to see any Armored Core...or any other robot game (there a few series with lot of games to get an idea), battle ships also have rotatory thrusters to the sides, though they work more like the Harrier ones...

The vernier mounts, all later Models have this usually, I think if you see a game will surely get the movement much better than in a manual, if you take the out the strafe movement, which is maybe little compared to the forward, you loose the ability to evade shoots, aside front that the evasion becomes the same as if you we're piloting a ship, I am not sure about what models, but while a ship can mantain a fixed relative position around a ship which is moving forward a robot could...

Quote
Shadow, any chance can I use your Funnel?
I'd post screens of the two Zeon ones but you already seen them.

A - No, well I am not too sure (a "maybe"), it's wrong see why:

(http://i29.photobucket.com/albums/c254/Shadow0000/RemoteBit-16xe.jpg)

(http://i29.photobucket.com/albums/c254/Shadow0000/rx-93-finfunnel.jpg)

Basically, do you see the 2 "Triangles" in the lower part that move to become to transform from Shield to Funnel, well see mine only have 1 triangle, so there is no real point....

There is a way of making this possible,  maybe we'll surely need Animation Code with SEXPs (not implemented / Feature Request), but it's possible to made that transformation (which should not be hard, believe me I have tried to make things much harder than that, that's what I mean with: there are much things you can do with a mecha...)

(http://i29.photobucket.com/albums/c254/Shadow0000/rx-93-funnellaunch.jpg)

Quote
Looks like you are well ahead of me Shadow.

I barely discover the SCP about November, and registered in Hard Light at December, since then I can get this out of my head, I get 3D Studio Max about a month or so ago and here I am with a few Tuturials (some were pretty useless), it's strange at the start I see things like guns, arms really hard to do, but once I have done one of them is like that kind start seem to be easy to desing...hope that happens when I complete one (and I don't even have the any of the Series, to have some good close up detail, that was throwing down my hopes, but for some reason I can't ignore it, even if my resource of data is low...)

I have another Models, but I don't want to draw too much attention, not until I have a full Mecha, then it will be party

B - The Zeon is a robot without legs used by charles (while it still uses it mask), you mean from "Charles's Counterattack"
Title: Re: Point defense shields
Post by: Getter Robo G on April 12, 2006, 01:04:47 pm
This is as close as I could get it...


(http://img99.imageshack.us/img99/5140/fedbit4nb.jpg)


Hope you approve, I still need to get the thruster back on, I made a regular turret (no gunpoint) It had trouble with regular beams (forgot why, it;s been ages) so I swapped in the Fed Fighter Phaser JUST for testing purposes, it works....

I have a 10 degree FOV on it, need to try 5. The beam still looks too angular off center, but I wanted to give it a bit of FOV.

Oh and in the movie "Char's Counter Attack", a funnel is sideways and a technician is ON it in the middle black part when someone screws up and activates it. The sides snap into place scaring the crap out of him. From teh view it appears it is double human length so the prongs are like 3-4 meters long (estimate).
Title: Re: Point defense shields
Post by: S-99 on April 13, 2006, 05:51:41 pm
Speaking of gundam and flying veritechs.
I'm not sure if you guys heard or played the game called axis a couple of years ago.
It was kickass, you got to build your own mecha, select your own weapon layout, do the colors.
After that it involved quake-like fps action, but in a full 3d environment.
Left, right, up and down.
It was fun as hell.
Axis eventually died which sucks.
But there is netsphere which is the sequel i guess to call it.
http://www.jceworld.com/english/product/netsphere.asp
Title: Re: Point defense shields
Post by: Shadow0000 on April 13, 2006, 10:20:30 pm
I am from Armored Core universe (Sony Playstation/PSP/Ps2), for building your own mechas it rules......
Title: Re: Point defense shields
Post by: S-99 on April 13, 2006, 10:38:59 pm
Good reminder sir, i should ****ing download that.
That was a really sweet game.
I remember the ****ing demo for armored core one back in the day.
That was fun as ****.
Title: Re: Point defense shields
Post by: Getter Robo G on April 13, 2006, 11:01:14 pm
You got my attention for netsphere however....

Link goes to a promo site and then to a brief blurb about other games, finally all the blurbs point to the same general japanese page that will not get translated by firefox... IS that the official page or just a re-direct?

Is this vaporware? (like DeepAngel, nice flashy site nada real product...)
Title: Re: Point defense shields
Post by: S-99 on April 13, 2006, 11:39:40 pm
Netsphere is a real game.
I played the game when it was still in alpha stages.
But, i absolutely hate jamie's game website with a passion.
It's horrible to say the least.
You have to translate it into english first off, but that's not what would annoy everyone about playing netsphere.
Translating the page is not even easy.
You make a gamekiss.com profile, download netsphere, and you can only play the game after logging into gamekiss and launching the game from the browser, then it starts the game in fullscreen and you wouldn't think it came from a sucky website at all.
Jamie never released Axis with this method, but i know netsphere is a really sweet game, it just completely sucks the way they released it.
The game is free to play, but i'd rather pipe out some good hard earned cash for this game like i did with the first one Axis that was only 20$.
Which isn't quite reaching up your ass to get extra money to buy it.
I'd rather just buy netsphere, install it like a normal game, and play it like a normal game.
Not have this website dependency ****, netsphere is completely dependent on being logged into gamekiss to launch and play netsphere :(
However, for something that is playable, check out axis here :lol:
http://www.realarcade.com/game?tps=uk_&gameid=axis&t=wide&p=games&sp=download&ssp=actionadventure&gpart=axis&pcode=RN&cpath=R1R&rsrc=uk_dir_games&src=uk_dir_games
Netsphere is the sequel to axis, it has a storyline, don't pay attention to it, it's just a really fun fragfest.
The demo is playable, fullversion is 15$ now from what i could tell, i might buy it again, multiplayer with it was sweet as hell.
It also really makes you pay very much attention to how your mecha performs. :)
Title: Re: Point defense shields
Post by: S-99 on April 13, 2006, 11:43:04 pm
And yes axis actually is not realarcade software dependent.
Just takes a good search function to look for the game installer after it's all downloaded and uninstall realarcade.
It has a cd crack or patch somewhere for it.
So someone could actually maybe get the fullversion for free.
Makes me wonder what i did with my original cd code for the game:(
Title: Re: Point defense shields
Post by: Shadow0000 on April 13, 2006, 11:44:57 pm
Quote
That was a really sweet game.

"It is", not "it was", Agetec and From Software mainly, have already launched at least 7 different AC games for the Sony Ps2, the last I remember is the Armored Core - Formula Front, also released for the Sony PSP. Basically I used "WireFrame" on the Armored Core 3 - Master of Arena (PSX/2000) to get some ideas on how to model mecha's parts, it was a good start to have a reference point......

--------------------------------------------------------

I forget to tell you Getter, for PC there is game called "Gun Metal", basically one of the early games for the X-Box which was ported as it was for the X-Box to PC which some additional features. The graphics were excellent, the story was s**t (it doesn't even have one, but that isn't a surprise among US games, basically an Arcade game with no story, what a waste...) but basically the robot movement is like, well I cannot define it, but let's say a Human would move more accurate to a robot than the Gun Metal one...(it was a s**t).

The main feature is that the robot can convert into a ship, this is something really old among JAP games but well, with a PC it's the more near you will be ever able to enjoy this kind of feature, but since the transformation is really related to Macross maybe you want to check it out