Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: james777 on September 28, 2008, 04:19:29 am
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I found some odd ships in the fs2 demo tbl files.
I think they are to used in dogfights, but never got used in the full game.
They are also on FSmods. LINK: http://www.freespacemods.net/download.php?view.381
Here is tbl Data:
$Name: GTF Hercules Mark IID
$Short name: TFight22
$Species: Terran
+Type: XSTR("Heavy Assault", -1)
+Maneuverability: XSTR("Average", -1)
+Armor: XSTR("Medium", -1)
+Manufacturer: XSTR("KresCo Engineering", -1)
+Description:
XSTR(
"The second generation of the Hercules fighter. It is faster, more maneuverable, and still carries a decent payload.", -1)
$end_multi_text
+Tech Description:
XSTR("The Hercules II is still one of the slowest and most unmanageable fighters in the fleet. This is offset, however, by its overpowering weaponry and shielding. It carries 6 primary weapons, as well as two full secondary banks. This heavy assault fighter is best suited for small target attacks and bomber escort.", -1)
$end_multi_text
+Length: 17 m
+Gun Mounts: 4
+Missile Banks: 2
$POF file: fighter2t-02.pof
$Detail distance: (0, 180, 300, 1100)
$Show damage: YES
$Density: 1
$Damp: 0.25
$Rotdamp: 0.4
$Max Velocity: 0.0, 0.0, 55.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 3.8, 4.2, 3.8
$Rear Velocity: 0.0
$Forward accel: 3.6
$Forward decel: 1.3
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Prometheus R" "Maxim" )
$Default PBanks: ( "Subach HL-7" "Prometheus R" )
$Allowed SBanks: ( "Rockeye-D" "Tornado-D" )
$Default SBanks: ( "Rockeye-D" "Tornado-D" )
$SBank Capacity: ( 60, 80 )
$Shields: 430
$Shield Color: 92 92 255
$Power Output: 3.2
$Max Oclk Speed: 70.0
$Max Weapon Eng: 150.0
$Hitpoints: 325
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 130.0
+Aburn For accel: 0.75
+Aburn Fuel: 430.0
+Aburn Burn Rate: 55.0
+Aburn Rec Rate: 24.0
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 126 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shieldft-02
$Ship_icon: iconfighter2t-02
$Ship_anim: ssfighter2t-02
$Ship_overhead: loadfighter2t-02
$Score: 10
$Trail:
+Offset: 0 -6.91 -6.07
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: sensors, 10,0.0
$Subsystem: communications, 10,0.0
$Subsystem: weapons, 10,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: engine, 35,0.0
$Name: GTF Loki D
$Short name: TFight13
$Species: Terran
+Type: XSTR("Recon", -1)
+Maneuverability: XSTR("High", -1)
+Armor: XSTR("Low", -1)
+Manufacturer: XSTR("Han-Ronald Corp", -1)
+Description:
XSTR(
"High max velocity offset by its tiny payload. High weapon capacity.", -1)
$end_multi_text
+Tech Description:
XSTR("Designed by GTI engineers, the Loki is undoubtedly the best reconaissance craft in Terran or Vasudan service. Its hull shape and shielded reactor chamber lends itself to providing a low sensor profile, and is yet capable of very high speed maneuvers. Its relatively light armament and low armor rating make it unsuitable for extended firefights, however.", -1)
$end_multi_text
+Length: 20 m
+Gun Mounts: 4
+Missile Banks: 1
$POF file: fighter13.pof
$Detail distance: (0, 180, 300, 1100)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 75.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 3.2, 3.2, 2.0
$Rear Velocity: 0.0
$Forward accel: 2.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" )
$Default PBanks: ( "Subach HL-7" "Subach HL-7" )
$Allowed SBanks: ( "Rockeye-D" )
$Default SBanks: ( "Rockeye-D" )
$SBank Capacity: ( 30 )
$Shields: 250
$Shield Color: 92 92 255
$Power Output: 3.0
$Max Oclk Speed: 64.0
$Max Weapon Eng: 150.0
$Hitpoints: 250
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 160.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 60.0
+Aburn Rec Rate: 25.0
$Countermeasures: 40
$Scan time: 2000
$EngineSnd: 126 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shield-f13
$Ship_icon: iconfighter13
$Ship_anim: ssfighter13
$Ship_overhead: loadfighter13
$Score: 10
$Trail:
+Offset: 5 3.57 -4.9
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -5 3.57 -4.9
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 5 -3.57 -4.9
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -5 -3.57 -4.9
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: sensors, 10,0.0
$Subsystem: communications, 10,0.0
$Subsystem: weapons, 10,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: engine, 35,0.0
$Name: GTB Zeus-D
$Short name: TBomb9
$Species: Terran
+Type: XSTR("Medium Bomber", -1)
+Maneuverability: XSTR("Poor", -1)
+Armor: XSTR("High", -1)
+Manufacturer: XSTR("Dynamic Metamer", -1)
+Description:
XSTR(
"Excellent for hit-and-run bombing.
Can carry Tsunamis. Good afterburner
supply.", -1)
$end_multi_text
+Tech Description:
XSTR("Another product of GTI R&D, the Zeus strike bomber is a worthy successor to the Athena. It's balanced design and increased reactor capacity give it remarkable speed for a bomber, yet still remains capable of carrying the powerful Tsunami bombs. These features will make the Zeus a versatile and effective weapon against capital ships.", -1)
$end_multi_text
+Length: 20 m
+Gun Mounts: 4
+Missile Banks: 3
$POF file: bomber09.pof
$Detail distance: (0, 180, 300, 1100)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.55
$Max Velocity: 0.0, 0.0, 55.0
$Rotation time: 4.0, 4.5, 3.0
$Rear Velocity: 0.0
$Forward accel: 1.0
$Forward decel: 0.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 50.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1500.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Prometheus R" "Maxim")
$Default PBanks: ( "Prometheus R" "Prometheus R" )
$Allowed SBanks: ( "Cyclops" "Rockeye-D" )
$Default SBanks: ( "Cyclops" "Cyclops" "Rockeye-D" )
$SBank Capacity: ( 60, 60, 60 )
$Shields: 650
$Shield Color: 92 92 255
$Power Output: 3.0
$Max Oclk Speed: 70.0
$Max Weapon Eng: 100.0
$Hitpoints: 200
$Flags: ( "player_ship" "default_player_ship" "bomber" "in tech database")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 110.0
+Aburn For accel: 0.7
+Aburn Fuel: 500.0
+Aburn Burn Rate: 50.0
+Aburn Rec Rate: 25.0
$Countermeasures: 30
$Scan time: 2000
$EngineSnd: 127 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -33
$Closeup_zoom: 0.5
$Shield_icon: shield-b09
$Ship_icon: iconbomber09
$Ship_anim: ssbomber09
$Ship_overhead: loadbomber09
$Score: 15
$Trail:
+Offset: 4.4 7.5 -13.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -4.4 7.5 -13.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 5.87 7 -13.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -5.87 7 -13.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: communications, 10, 0.0
$Subsystem: navigation, 10, 0.0
$Subsystem: weapons, 20, 0.0
$Subsystem: sensors, 10, 0.0
$Subsystem: engine, 15, 0.0
$Name GTF Perseus D
$Short name TFight2t-03
$Species Terran
+Type XSTR(Light Fighter, -1)
+Maneuverability XSTR(High, -1)
+Armor XSTR(Low, -1)
+Manufacturer XSTR(Nankam Aeronautical, -1)
+Description
XSTR(
High max velocity and maneuverability offset the small weapons payload., -1)
$end_multi_text
+Tech Description
XSTR(Designed by GTI engineers to replace the aging Valkyrie. This ship has the Valkyrie's speed and maneuverablity with more armor and weapon capabilities, -1)
$end_multi_text
+Length 17 m
+Gun Mounts 2
+Missile Banks 2
$POF file fighter2t-03.pof
$Detail distance (0, 180, 300, 1100)
$Show damage YES
$Density 1
$Damp 0.15
$Rotdamp 0.35
$Max Velocity 0.0, 0.0, 80.0 ;; in xyz -- z only specified forward. use special tokens for backward movement
$Rotation time 3.3, 3.3, 3.3
$Rear Velocity 0.0
$Forward accel 2.0
$Forward decel 1.5
$Slide accel 0.0
$Slide decel 0.0
$Expl inner rad 25.0
$Expl outer rad 75.0
$Expl damage 25.0
$Expl blast 1000.0
$Expl Propagates NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks ( Subach HL-7 Prometheus R Maxim)
$Default PBanks ( Subach HL-7 Prometheus R )
$Allowed SBanks ( Rockeye-D Tornado-D )
$Default SBanks ( Tornado-D Tornado-D )
$SBank Capacity ( 40, 40 )
$Shields 275
$Shield Color 92 92 255
$Power Output 2.0
$Max Oclk Speed 100.0
$Max Weapon Eng 150.0
$Hitpoints 255
$Flags ( player_ship default_player_ship fighter in tech database)
$AI Class Captain
$Afterburner YES
+Aburn Max Vel 0.0, 0.0, 150.0
+Aburn For accel 0.8
+Aburn Fuel 330.0
+Aburn Burn Rate 60.0
+Aburn Rec Rate 25.0
$Countermeasures 40
$Scan time 2000
$EngineSnd 126 ;; Engine sound of ship
$Closeup_pos 0.0, 0.0, -30
$Closeup_zoom 0.5
$Shield_icon shieldft-03
$Ship_icon iconfighter2t-03
$Ship_anim ssfighter2t-03
$Ship_overhead loadfighter2t-03
$Score 10
$Trail
+Offset 6.51 -1.76 -3.37
+Start Width 0.25
+End Width 0.05
+Start Alpha 1.0
+End Alpha 0.0
+Max Life 1.0
+Spew Time 120
+Bitmap Contrail01
$Trail
+Offset -6.51 -1.76 -3.37
+Start Width 0.25
+End Width 0.05
+Start Alpha 1.0
+End Alpha 0.0
+Max Life 1.0
+Spew Time 120
+Bitmap Contrail01
$Trail
+Offset 0 -4.30 -5.08
+Start Width 0.25
+End Width 0.05
+Start Alpha 1.0
+End Alpha 0.0
+Max Life 1.0
+Spew Time 120
+Bitmap Contrail01
$Subsystem sensors, 10,0.0
$Subsystem communications, 10,0.0
$Subsystem weapons, 10,0.0
$Subsystem navigation, 10,0.0
$Subsystem engine, 35,0.0
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Hmm.
Seems like 'Dogfight' variants of the fighters. I never understood that concept.
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I think it was to make the game more fair.
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The D could denote demo. Simply meaning the ships are demo ships.
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No, definitely not, seeing as how all of the dogfight-variants of weapons use it and that those ships also had normal (no D) versions in the demo.
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Any stat differences in the tables? I'm kinda lazy to go unload the table atm. :p
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There are Dogfight versions of weapons as well. I think the main intent is to reduce the damage inflicted to other players to make the game last longer and improve maneuverability.
It gives for sure that players and the AI perform in a different way(we're better at maneuvers) so the changes are supposed to work in an environment with lots of fighters performing various kinds of maneuvers...
(IMO)
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I have noticed that D weapons tend to deal less damage but fire faster.
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That makes them more dogfight-specific, right?
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Maybe they were geared towards multi, like the weapons <weapon name "D"">
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Then why weren't they included in the retail vps?
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Re-balancing. That's why they're called demos. :)
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I guess its because they decided that the default ships worked well enough?
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Are there "D" weapons in the demo? If not then it would seem they moved from having special dogfight ships to special dogfight weapons.
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I'd imaging changing ships in multi would shock people if a Herc 1 suddenly made a leap in ability on par with an Fs2 fighter. As weapons go
the changes would be less noticed by the pure gamer as opposed to the more modding minded of us.
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Point.