Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Carl on June 16, 2001, 05:11:00 pm

Title: when you make a ship that goes over 100 m/s
Post by: Carl on June 16, 2001, 05:11:00 pm
it doesn't reach the node when it warps out. how do you fix this?
Title: when you make a ship that goes over 100 m/s
Post by: Snipes on June 16, 2001, 05:13:00 pm
I don't think you can... it just... well... sucks... :-/
Title: when you make a ship that goes over 100 m/s
Post by: KillMeNow on June 16, 2001, 07:23:00 pm
ahh i hadn't realised that was why my interceptor didn't reach teh node =( but it shouldn't be able to jump anyway
Title: when you make a ship that goes over 100 m/s
Post by: Unidan on June 17, 2001, 07:28:00 am
 
Quote
Originally posted by KillMeNow:
ahh i hadn't realised that was why my interceptor didn't reach teh node =( but it shouldn't be able to jump anyway


Same with me, my Merc interceptor dosen't reach the node either. Yet ANOTHER reason for the source code to be released.



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Title: when you make a ship that goes over 100 m/s
Post by: DragonClaw on June 17, 2001, 07:56:00 am
  You got an answer to that on the VBB

its a problem with the Velocity Mod

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    -Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
   -Fleet Admiral of The Ancients Armada ("http://ancientsarmada.cjb.net/")

         
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Title: when you make a ship that goes over 100 m/s
Post by: Sushi on June 17, 2001, 11:12:00 pm
What he said...I was just about to say that. For the enlightenment of the HLP people, though, here's the answer again:

For some reason, when the game calculates where to put the warp animation relative to your ship, it does so based on the maximum speed of your craft. This is despite the fact that all fighters and bombers jump out at 40 m/s, no matter what the top speed. Also, this only affects the player ship. There is a workaround, though, and that is to reduce your top speed on the fly- by diverting power away from the engines. If you pull all power out of engines right before you jump, the warp gate will be much closer to the ship. I assume there is an upper limit limit of top speed where this will stop working, but it works for all the ships in the Velocity Mod, and I assume it would work for ships up to speeds that are plenty high for most people.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

So there you have it- just work around the problem by learning to cut all engine power right before you jump. Pretty soon, you don't even think about it anymore, and it doesn't hamper  gameplay- just another habit. As an extensive user of my own mod, I know these things.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: when you make a ship that goes over 100 m/s
Post by: Carl on June 17, 2001, 11:42:00 pm
my ship goes to fast even when you cut all power to the engines.
Title: when you make a ship that goes over 100 m/s
Post by: Sushi on June 18, 2001, 04:01:00 pm
In that case, I can't help you.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)



------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: when you make a ship that goes over 100 m/s
Post by: Carl on June 18, 2001, 11:35:00 pm
*adds to list of reasons why source code should be released*