Hard Light Productions Forums

Hosted Projects - Standalone => The Babylon Project => Topic started by: pilot2008 on November 18, 2008, 04:10:55 am

Title: how abuot a capship simulator
Post by: pilot2008 on November 18, 2008, 04:10:55 am
hey guys it seems to me that all the b5 games out there seem to concentrate on the fighters but totally leave the cap ship out

personally i would like to see a game where you can fly b5 cap ships .

just a thourghjavascript:void(0);
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Title: Re: how abuot a capship simulator
Post by: Vidmaster on November 18, 2008, 09:32:56 am
I personally too.


(well, there is that bad Nexus mod but I don't want to mention it).
Title: Re: how abuot a capship simulator
Post by: Skullar on November 18, 2008, 09:37:48 am
Well, for that there are homeworld mods....
Title: Re: how abuot a capship simulator
Post by: Vidmaster on November 18, 2008, 01:06:32 pm
there is that one Homeworld 1 mod which is supposed to be good.
And then there is that WIP Homeworld2 mod which could turn out to be good.

Am I missing something?
Title: Re: how abuot a capship simulator
Post by: captain-custard on November 18, 2008, 01:18:14 pm
there is that one Homeworld 1 mod which is supposed to be good.
And then there is that WIP Homeworld2 mod which could turn out to be good.

Am I missing something?



the free time to fred and mod a truly fantastic capship  mission in 13 missions with multiple outcomes possible all with fantastic graphics and...... and ..... and
Title: Re: how abuot a capship simulator
Post by: pilot2008 on November 18, 2008, 06:25:00 pm
i mean something were you can actually fly cap ships in mission
Title: Re: how abuot a capship simulator
Post by: Angelus on November 18, 2008, 06:54:33 pm
i mean something were you can actually fly cap ships in mission

This already possible, just add the "player ship" flag and voila, you can fly a capship.

But there are problems.
You can't control your turrets directly for instance, you'd have to script the entire mission via SEXPs, which isn't the best thing.
Option two would be to change the class of a ship from destroyer to Bomber, means you could control all firepoints, but the turrets otoh have to be controlled via SEXP.
It also means to edit the models in PCS2 since capships don't have firepoints ( means primary and secondary banks ), only turrets.

Nuke has made a script that allows the player to control one turret but if you want to fly a Omega class destroyer or a Sharlin this wouldn't work.

It would require a lot of scripting and/ or coding to make cap ships really controlable by the player.