Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: colecampbell666 on March 21, 2007, 01:19:20 pm
-
I have a few ideas for ships, and would make them if i had any idea how, but i don't. One is a sort of supercarrier with a bunch of slots for cargo. This supercarrier would be the supply depot for a fleet. it would come with a herd of other freighters which would attach cargo containers to this ship and form a supply line to and from it. This ship would eliminate the need for many supply depots and could be put into a mission as something to protect.
My other idea came from something I was reading in another topic, forget which one. In this topic it talked about a large bomber, armed with a meson bomb for destroying juggernauts. I don't know if this would be possible, but you could actually show the bomb mounted to the underside as a container, but with engines, and when the bomb was fired the container would detach and fly towards the enemy ship.
Just a few ideas.
-
Hmm, here's an idea: have an anti-bomb capship missile turret, loaded with Furies/Rockeyes. Don't know how smart that idea is, but...
Actually, something similar to the Phalanx gun would be better.
http://files.filefront.com/phalanxflv/;6857520;;/fileinfo.html
-Use VLC media player, it should work.
-
What does this have to do with Inferno?
-
Absolutely nothing.
Unless you implemented it, of course. ::)
-
I dunno.
Then...let's convert this thread.
Let's talk about scrapped ships, like the Telemus.
-
eh, why not just post a new thread and link to it?
-
Maybe because I've just converted this thread?
-
I was thinking that you could include it in Inferno/Alliance.
-
Well we have no Suppercarriers or Juggernaughts in INFA.
-
INF:A fills the gap between the GTA in Sol and the EA, I don't know if the kind of ship you mentioned is good for either INF:A or INF SCP. A supercarrier is too big and you should know from INF:A1 that the planets have formed their own "states".
-
My other idea came from something I was reading in another topic, forget which one. In this topic it talked about a large bomber, armed with a meson bomb for destroying juggernauts. I don't know if this would be possible, but you could actually show the bomb mounted to the underside as a container, but with engines, and when the bomb was fired the container would detach and fly towards the enemy ship.
Just a few ideas.
Isn't this the Notus? And BTW, a Jotun with double Executioner can do 15% damage to a Sathanas ;7
Let's talk about scrapped ships, like the Telemus.
The Telemus has been scrapped?
:(
-
we'll resurrect her
-
We'll need a HTL version...possibly with the second fighterbay active.
-
isnt this the ship ideas thread?
what would be neat is if there was a bomber that could only load bombs in one bay, missle in another, so the player isnt an idiot and goes up against a huge ship armed with a bunch of furies. making the bomb-only bay have larger capacity (since it cant hold missles) would be nice too. maybe if it were a dumbfire bomb thats dropped downwards, doing a flyby over whatever your bombing. that means no shooting cyclops's at fighters!
-
ship ideas... contained by reality :P
-
No gravity in space, remember?
-
No gravity in space, remember?
So? Launch the bomb downwards. The only problem is... there's no camera control to look downwards.
-
Well, you could sort of "dive-bomb" ships by using after-burner downwards toward the ship, and releasing at max speed / min distance possible.
As for the bomb-only idea, you could just load your ship correctly before the mission.
-
what would be neat is if there was a bomber that could only load bombs in one bay, missle in another, so the player isnt an idiot and goes up against a huge ship armed with a bunch of furies. making the bomb-only bay have larger capacity (since it cant hold missles) would be nice too. maybe if it were a dumbfire bomb thats dropped downwards, doing a flyby over whatever your bombing. that means no shooting cyclops's at fighters!
You can do that. For the syntax just make it:
$Allowed SBanks: ("Rockeye") ("Helios")
$SBanks Capacity: ( 20, 100 )
-
and i do believe there is a flag for firing along the normal of the gunpoints. think of bombers today, they drop bombs, they dont fire them. if there is anything more suitable for the EA its that sort of bomber.
-
"gun convergence" IIRC. (could also be "gun_convergeance", check the Wiki).
-
Well, you could sort of "dive-bomb" ships by using after-burner downwards toward the ship, and releasing at max speed / min distance possible.
As for the bomb-only idea, you could just load your ship correctly before the mission.
I don't know where you've been, because that's exactly what you do in FreeSpace. The idea here is to make dumbfire bombs that have a downward-facing hardpoint. The problem is, the entire explanation for making bombs lock-on goes out the window as soon as we make dumbfires, which is that they analyse the composition of the hull and time their charge carefully. And it's going to be impossible to lock on to something out of your field of view.
-
look at ww1/2 bombers! they just drop something thats good enough to blow stuff up. why would a bomb need to know the hull integrity anyway?just make the drop-bomb weaker than a cyclops and have the cargo size of a tempest. i wont kill even a corvette until a few flyovers. its more of a bomb to "clear the path" for bigger bombs by elimenating or weakening smaller threats. it would be perfect for things like the athena bomber.
-
I don't know where you've been, because that's exactly what you do in FreeSpace. The idea here is to make dumbfire bombs that have a downward-facing hardpoint. The problem is, the entire explanation for making bombs lock-on goes out the window as soon as we make dumbfires, which is that they analyse the composition of the hull and time their charge carefully. And it's going to be impossible to lock on to something out of your field of view.
::) I know that. I was explaining how you could do it. As for the bombs actually timing themselves for detonation; I didn't think of it that way before. I just remember it being a PItA to lock on while you have a few fighters taking potshots at your rear, and flak going off everywhere.
EDIT: Oh, taka... there's a reason why we don't use dumbfire bombs anymore. :) People get hurt. I imagine some of the same reasoning went into the GTVA's lock-on bomb policy. You don't want mult-megaton warheads missing their target and going who knows where.
-
IIRC, capital ships shoot bombs only if you fire bombs with the enemy ship targeted (or maybe I'm mistaking it for XWA... if that's the case, ignore this post...). So, the only way to force the player to target the enemy ship is preventing bombs being launched without lock. If bombs are launched without targeting the enemy ship, the game engine doesn't make the attacked ship to defend itself against the bomb. In this way, any capital ship can be destroyed easily.
-
Wrong game.
In FS hostile capships prioritize weapons with 'bomb' flag above all other targets. With each and every weapon unless specifically set to do otherwise... That is AI ship will shoot at bombs with everything, like their own bombs, anti-capship beams etc. It is one of the cheating methods ("beam jamming") in missions where capship heavy beam firings aren't tightly controlled (though ai_profiles.tbl can be used to prevent it). It doesn't matter if the bomb (modded) isn't locked on anything ai will keep targeting it.
-
In FS hostile capships prioritize weapons with 'bomb' flag above all other targets. With each and every weapon unless specifically set to do otherwise... That is AI ship will shoot at bombs with everything, like their own bombs, anti-capship beams etc. It is one of the cheating methods ("beam jamming") in missions where capship heavy beam firings aren't tightly controlled (though ai_profiles.tbl can be used to prevent it). It doesn't matter if the bomb (modded) isn't locked on anything ai will keep targeting it.
You're talking of the bug in which capital ships will try to shoot down bombs with BFGreens, right?
-
That ain't a bug.. It's a feature :P.
Or something like that.
Or more accurately.. AFAIK its a retail FS bug which some people have used to exploit - hence it's currently a 'feature'.
-
You're talking of the bug in which capital ships will try to shoot down bombs with BFGreens, right?
No, looks like I've mistaken it for the X-Wing Alliance feature where if you target a capital ship and fire missiles, the capship will shoot down them (or at least try to do that). If you dumb-fire missiles, the capship won't even try to intercept them.
That's how the Rebels won the Civil War :lol:
-
I was addressing Wanderer's post, not yours. Hence the quote.
-
how can you lock on when your not facing it?
-
You can't.
-
wrong. check aspect lock in external view. the triangle moves off the screen and still locks on. or maybe thats just a bug...
-
Well, I know modified F-15's and the new F-22 (so, presumable, the F-35) can do that... (lock onto targets not in front of them).
-
Here comes DySko. ::)
-
There's me.
Anyway, he is on vacation now :P
-
Yay no essay posts. :D
-
DySko will affirm that I know my stuff. At least in this instance; I think he'd agree on most anything else I've got on aviation stuff as well, though... maybe I'm not as much a Av geek as he is, but I do like airplanes. I have since I was a wee lad. :)
-
I was more of a car kid myself. :)
-
I"m not too awful on cars... When I was a kid, I used to be able to tell the make & model of almost any car passing ours just by the head / taillights and silhouette (at night)... only thing is, I grew up in South Korea (ROK). ;)
-
Whoa, I grew up in South Korea too. ;)
-
9 1/2 years... don't speak too much of the language... just "chokum" :D