Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: anthonysavatar on July 25, 2014, 08:24:42 pm

Title: Add glide to ships in retail campagin
Post by: anthonysavatar on July 25, 2014, 08:24:42 pm
Hi all, new here on the forum and to Freespace 2. I'm sure this has been asked before but I can't seem to find a noob friendly answer. I'd like to play through the retail campaign with all playable ships able to glide. I know the AI doesn't glide and I'm not too worried about balancing issues. Though if anyone can point me to an AI that will glide in the retail campagin that would be great.

From what I can gather from the Ships.tbl wiki page http://www.hard-light.net/wiki/index.php/Ships.tbl (http://www.hard-light.net/wiki/index.php/Ships.tbl), I have made a mod with the following file structure in the Freespace2 folder (alongside data* and MediaVPs_2014 folders):

Code: [Select]
GlideShips
├── data
│   └── tables
│       └── gld-shp.tbm
└── mod.ini

mod.ini
Code: [Select]
[launcher]
modname = GlideShip;
[multimod]
primarylist = ;
secondarylist = MediaVPs_2014

gld-shp.tbm
Code: [Select]
#Ship Classes
$Name: GTF Myrmidon
+nocreate
$Glide: YES

$Name: GTF Hercules Mark II
+nocreate
$Glide: YES

$Name: GTF Perseus
+nocreate
$Glide: YES
#End

Is there anything else I should add? I notice that when I disengage glide in any ship I pretty much turn on a dime in the direction I'm facing. Is there a way to add more of a sense of inertia and acceleration?

Thanks!
Title: Re: Add glide to ships in retail campagin
Post by: Lepanto on July 25, 2014, 08:30:20 pm
Looks solid, though you may want to add the following table line after $Glide: YES:

+Dynamic Glide Cap: YES

The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines.