Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Starman01 on May 26, 2006, 03:47:33 am
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Hello,
in conjunction to this thread here :
http://www.hard-light.net/forums/index.php/topic,39483.0.html
Maybe one of you coders can give me a more detailled information how the collission-damage is working. I know it has something to do with the density stuff, but I'm not sure how it is exactly related.
What I want to do is this (if possible) :
Collission fighters/fighters, fighter/capitalships and fighter/asteroids should be deadly. Best would be, that when the player (and other fighters too) is at full speed and crashing into something, than this is a death-sentence. Collission with less speed should at least result into critical damages.
Can this be achived with the stuff currently in the code ?
Thanks in advance for clarification :)
Starman
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If I'm not mistaken, that's a table issue, not a code issue, but I'm sure someone will correct me if I'm wrong.
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I know it's a table issue, but I want to know how the code handles it, because I wasn't able to set it right till now, and so far no one was able to give me the necessary hint. But certainly one of the SCP-Guys can give me the missing clue :)
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This can be done, but the AI is really stupid at avoiding collisions with capships.
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And you thought your wingmen died off fast before.
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This can be done, but the AI is really stupid at avoiding collisions with capships.
Yeah, I also thought about that. But hopefully when it is a table issue, then maybe I can restrict it to the player, because we have seperate table-entries for all playerships (since they need limited afterburner).
I tried it again today, Asteroid are already doing what I want. Crash normal, and you got big damage. Crash at high velocity and you die.
However, I tried changing the values for densitiy and the model mass in the pof-file, and neither one did work.
Can you tell me how this collission damage is calculated ? Unfortunately I have changed the modelmass when converting the models, certainly I will have to change that.
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But being able to ram other fighters is one of the things that makes FS2 great! After playing Tie Fighter and having to make sure you don't so much as breathe on another ship (lest you die a sudden death), it's nice to be able to just crash into that Dragon you can't seem to hit and watch it explode. :D (yes, I really did manage to ram a Dragon once, 'twas easier than shooting it.)
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Guess that's a matter of taste. I liked in the older flightsims when I crashed into something and die. IMO that's more realistic and you are forced to manuever a little more carefully :)
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Yes. Many times I have nearly crapped myself because of that daredevil TIE fighter pilot who just barely missed me after a tight manouver.
On the other hand I still remember with horror all those times when a Star Destroyer commits the infamous "Baseball Bat" manouver.
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Remember the collisions in old XWing.... things like assault gunboats or shuttles were real harbingers of doom. :shaking: TIEs usually died nicely but those things... I probably died more often due their debris pieces that glanced the fighter than due to anything else
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The Colossus is the new baseball bat of doom.
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The Colossus is the new baseball bat of doom.
rofl true.
speaking of stupid wingmen, is AI improvements next on the list for you SCP guys?
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Nope.
We're all scared of the AI code.