Hard Light Productions Forums

Hosted Projects - Standalone => Diaspora => Topic started by: batav on September 13, 2012, 08:57:41 am

Title: landing
Post by: batav on September 13, 2012, 08:57:41 am
is there a trick to automatically land ?
Title: Re: landing
Post by: karajorma on September 13, 2012, 09:11:45 am
Nope, combat landings in every mission except Training Mission 1. Are you having problems landing?
Title: Re: landing
Post by: crizza on September 13, 2012, 09:12:00 am
On the first two difficulties you can even crash into..."roof" sections of the hangar and be deflected so that you come to rest in the hangar.
But if you're not trying to do the landing in the craziest way, just fly into the hangar and drift down...easy going^^
Title: Re: landing
Post by: newman on September 13, 2012, 09:17:26 am
Remembering to use the reverse thrust to slow down faster, and downward thrusters to put yourself in contact with the deck can be helpful.
Title: Re: landing
Post by: batav on September 13, 2012, 09:39:13 am
ok ;)
thank you everyone for supporting neebies ;)
Title: Re: landing
Post by: Aether on September 13, 2012, 12:37:00 pm
If you're having any more difficulty you can consult the guide I wrote above, Aether's Guide for Nuggets. ;)
Title: Re: landing
Post by: CaptHunt on September 13, 2012, 03:23:15 pm
the only landing I found difficult (on normal) was the landing at the very end, and mainly because of all the furniture in the bay and the small landable surface.  I failed the campaign once because I missed the landing deck and my maglocks weren't engaged when the ship jumped around me. (forgive my vagueness I'm trying to avoid spoiling the ending)

Landings on Theseus are easy though, I even locked down on the ramp outside the bay once when I hit the deck too early.
Title: Re: landing
Post by: Aether on September 13, 2012, 03:53:48 pm
the only landing I found difficult (on normal) was the landing at the very end

Same here! I had it jump around me (if that makes sense). Despite this I did have a bit of fun with the time limit pressure and having to navigate my way inside a ship.
Just going full speed, reaching it, then no speed, checking the timer, "Frak, frak, frak, frak", dodging containers, almost landing, and then ultimately failing :lol:
Title: Re: landing
Post by: Ace on September 13, 2012, 04:10:23 pm
That happened to testers a few times. Which is why we have the alt, easier, landings for Easy and Normal difficulties.

Advanced is called Advanced for a reason :p
Title: Re: landing
Post by: carbine7 on September 13, 2012, 07:20:18 pm
the only landing I found difficult (on normal) was the landing at the very end

Same here! I had it jump around me (if that makes sense). Despite this I did have a bit of fun with the time limit pressure and having to navigate my way inside a ship.
Just going full speed, reaching it, then no speed, checking the timer, "Frak, frak, frak, frak", dodging containers, almost landing, and then ultimately failing :lol:

I actually ended up landing on the deck at virtually T-0, my skids mag-locked, ship jumps leaving my glued to my position in empty space, yet 3 seconds later I jump on my own. Hey, whatever works...
Title: Re: landing
Post by: karajorma on September 13, 2012, 07:30:10 pm
Advanced is called Advanced for a reason :p

Yep, the default names the engine uses are Very easy, easy, medium, hard and insane. We changed the names because we didn't want people automatically upping the difficulty level and then complaining the game was too hard.

For some reason there are people insulted by the idea they might have to play a game on easy. :D
Title: Re: landing
Post by: Sushi on September 13, 2012, 08:03:35 pm
the only landing I found difficult (on normal) was the landing at the very end

Same here! I had it jump around me (if that makes sense). Despite this I did have a bit of fun with the time limit pressure and having to navigate my way inside a ship.
Just going full speed, reaching it, then no speed, checking the timer, "Frak, frak, frak, frak", dodging containers, almost landing, and then ultimately failing :lol:

I actually ended up landing on the deck at virtually T-0, my skids mag-locked, ship jumps leaving my glued to my position in empty space, yet 3 seconds later I jump on my own. Hey, whatever works...

Hmm, thought we fixed all of those.
Title: Re: landing
Post by: David cgc on September 13, 2012, 10:55:11 pm
I actually ended up landing on the deck at virtually T-0, my skids mag-locked, ship jumps leaving my glued to my position in empty space, yet 3 seconds later I jump on my own. Hey, whatever works...

That one happened to me, too.

Advanced is called Advanced for a reason :p

Yep, the default names the engine uses are Very easy, easy, medium, hard and insane. We changed the names because we didn't want people automatically upping the difficulty level and then complaining the game was too hard.

For some reason there are people insulted by the idea they might have to play a game on easy. :D

It would be kind of nice if... the middle one... had aim-assist, too. Normal was a little too easy, but it's a little frustrating to spend so many bullets and have most of them just fly around the raiders. It's not like I'm running out, but it takes a while, and even on normal, it's not like I could make a real dent in the raider population.
Title: Re: landing
Post by: HunterKiller_ on September 14, 2012, 12:02:56 am
Advanced is called Advanced for a reason :p
Yep, the default names the engine uses are Very easy, easy, medium, hard and insane. We changed the names because we didn't want people automatically upping the difficulty level and then complaining the game was too hard.

For some reason there are people insulted by the idea they might have to play a game on easy. :D

So... Diaspora's 'normal' is 'easy' in disguise...?

Oh the humility.
Title: Re: landing
Post by: MatthTheGeek on September 14, 2012, 12:59:05 am
I had nearly forgotten there were other difficulties than Insane in that game :D
Title: Re: landing
Post by: CaptHunt on September 16, 2012, 12:12:34 am
just a thought, real carriers use a Fresnel lens Optical Landing System, commonly called the "meatball," to guide pilots into a proper landing trajectory, battlestars have a similar looking light system below the landing deck on each flight pod.

If we had a working OLS, it would make combat landings much easier

The meatballs on Theseus are nonfunctional cosmetic lights, but I've seen some flight sims manage functional meatballs.  Some use scripts, but a few of them I've seen create a Fresnel-like effect by using polygon screens set at different angles, which is comparatively simple.
Title: Re: landing
Post by: Sushi on September 16, 2012, 01:34:01 am
Yeah, that would be a neat effect. It's not really at the moment, (and not really necessary either since landing is extremely forgiving), but it would be a cool piece of immersion to be able to do something like that.