Hard Light Productions Forums

Hosted Projects - FS2 Required => Blue Planet => Topic started by: Master_of_the_blade on October 09, 2011, 07:10:20 am

Title: Can't glide
Post by: Master_of_the_blade on October 09, 2011, 07:10:20 am
I've bound the key but still cant glide. I've read somewhere that a glide feature pack was released. If so, please link  it here.
Title: Re: Can't glide
Post by: duff on October 09, 2011, 10:47:51 am
As far as I know gliding is only possible in BtRL. But I don't mind if someone proves me wrong  :)
Title: Re: Can't glide
Post by: The E on October 09, 2011, 10:57:19 am
It is possible in any FS2 mod, (and TBP did it long before BTRL) through a simple table manipulation.
Title: Re: Can't glide
Post by: Qent on October 09, 2011, 10:58:41 am
IIRC there was an addon for AoA that enabled glide and Fury AI, but I'm pretty certain it's no longer supported.
Title: Re: Can't glide
Post by: MatthTheGeek on October 09, 2011, 11:12:13 am
The player Karuna in Blade Itself can glide. That's the only ship in BP1 and 2 though.
Title: Re: Can't glide
Post by: -Norbert- on October 09, 2011, 11:40:50 am
If you like gliding a lot (like me) you can enable it yourself in the tables.... or just use the mini-mod I put together. Just stick the folder into the root directory and select it as active mod.

I think the original file came from The_E in an unofficial feature pack back in AoA and I just copy/pasted the additional ships in, so the credit goes mostly to him (or if I misremembered, to whoever put it together in the first place).

[attachment deleted by ninja]
Title: Re: Can't glide
Post by: Master_of_the_blade on October 13, 2011, 12:21:39 pm
I dunno how to manipulate tables. What exactly do I have to do to use glide with any other mod.
Title: Re: Can't glide
Post by: -Norbert- on October 13, 2011, 03:15:18 pm
All I did was pasting the following lines, with the correct shipname into the bp-3612-shp.tbm file (in front of the #END token), for each ship you want to give glide.
You can get the correct internal shipnames for each mod out of the ships table file.... in case of BP2 that is bp2-shp.tbm.

Though I can't really tell wether it's that easy for other mods, since I only tried it for BP1 and 2. The bp-velindc-sct.tbm is only there to enable the velocity indicator that helps you a bit in seeing which direction your ship currently flies.

Code: [Select]
$Name: GTF Ulysses
+nocreate
$Glide: YES
+Dynamic Glide Cap: YES
+Glide Accel Mult: -1
$Use Newtonian Dampening: YES
Title: Re: Can't glide
Post by: Master_of_the_blade on October 25, 2011, 02:13:08 pm
How do I replaces the original tbm file with the modified one?
Title: Re: Can't glide
Post by: Herra Tohtori on October 25, 2011, 02:16:07 pm
How do I replaces the original tbm file with the modified one?

You don't. +nocreate means the entry modifies an existing table entry - in this case by adding $Glide and $Use Newtonian Dampening entries on the table entry for the ships.


In other words you don't need to replace the original table file, you use the additional tbm to add/modify the appropriate data.
Title: Re: Can't glide
Post by: Master_of_the_blade on October 25, 2011, 03:06:54 pm
Hmm....will try this tmw. Thank you all.
Title: Re: Can't glide
Post by: -Norbert- on October 28, 2011, 05:19:59 am
But if you ever have to replace a table file, you don't need to fiddle with the vp.files at all (other than to get the source perhaps). Files in the data folder have a higher loading priorty than those in the vps.
Either way I suggest to always use your own mod folder for such things and link it with a mod.ini, rather than do things directly in the original mod folder. That way it's impossible to ruin anything by mistake... except for the pilot file perhaps.