Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on April 23, 2011, 03:50:23 pm
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If anyone would be willing to do a Wiki article for The Blade Itself I would be much obliged. When unbusied I'd like to do a reference on how to handle capship command missions.
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I'm too stupid for that mission...every time I play it, I'm simply not able to cycle through the turrets...I mean, I use the arrow keys...but nothing happens^^
But it would be nice to fire the main guns myself:)
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It'll be rather simple, I believe. The main guns could be the first and second and third banks of a fighter. Then your missile banks would be the secondary bank. I'm not sure if it actually works, though...because the turret missile launching and the missile bank missile launching is different. Your fighter then, just so happens to be this huge Karuna. With afterburners.
Of course, all with table and flag edits...
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This might work, using autoaim, extended view cones on torpedoes and a bit of creative tabling.
It'd only let you target one thing at a time though.
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I think we'd prefer to stick with the command script as it better reflects how a warship actually works.
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I managed to figure out how the script works just by reading it.
And I have no idea how to write in LUA.
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I actually think the controls for TBI are amazing. They weren't hard to pick up, and they allowed you to delegate tasks remarkably effectively, and therefore concentrate on position and maneuvering. The only issue I had at all on that mission was that my Apocalypse batteries would fire continuously no matter what their setting were, unless I had nothing targeted. The only difference was whether or not they actually attempted to hit something.
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I never noticed a difference between the turret settings. . .
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First time around I was like "Wow flying capships! Awesome! Not reading any of this briefing crap!"
Yeah...
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I think the turret setting script didn't work properly on some older builds - try a more recent one. (The script might also have been altered.)
We really should add a 'hold' mode though.
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I couldn't figure out how they really worked so I put ETS on max engines and MHD'd away from everyone when I was done killing the enemy ships I want. Won my first playthrough!
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On my first playthrough I though "Okay... I am more than 3 km from the node, so the meson bomb won't hit me," ignored the warning and ended up detonating the bomb, secure in the knowledge of being out of range... untill I was vapourised. Apparently they increased the payload since they used the bombs in Gamma Draconis :banghead: .
Anyway on 2nd try I managed to win the mission.
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The range has always been 5k, so yeah, you were in the blast radius big time.
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On the other hand, a capship could have survived a normal Meson Bomb at 3k.
But you're right, the bomb used here was modified.
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The range has always been 5k, so yeah, you were in the blast radius big time.
I know that now, but back then I assumed it had the same range as the one in "the flaming sword" (or somesuch) in vanilla FS2 (and it was 3 km there for sure, I just checked :p) .... well at least untill I blew up, then I knew better. :lol:
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Wish I had thought like that. Instead, for whatever reason, I thought the whole damn area was gonna be dust following detonation. Of course, given that thats how you're supposed to react for that mission, it worked out, but still, I felt like a bit of an idiot afterwards.
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Maybe they have variable yield.
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So, has anyone actually posted an article for this?
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I wish there was a mission where I could pilot a Karuna, Steele wouldn't have **** on me haha
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There. . . there is.
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I think he meant as part of the main campaign. The Blade Itself doesn't really count as its only one mission and it takes place outside the events of the main campaign.