Author Topic: Player Ship Subsystems  (Read 1185 times)

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Offline Raptor

  • 210
Player Ship Subsystems
I'm curious what do people think (or know) is the upper limit of subsystems on player flyable craft?

Thinking about large gunships with (hopefully) several turrets on them.  I know that simply having them dosn't cause trouble, but I've heard that there is a limit to the 'Damaged Subsystems' list on the HUD, which when exceeded, causes the game to crash.

Comments?
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
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dunnno, if you keep it on one engine, remove comm, and perhaps some more, you ought to be able to fit in a few good turrets. the problem is, is that the player won't have much to do but play chauffeur.
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Offline Raptor

  • 210
ATM, I'm looking at nine sub's for player craft, thats the standard four (sensors, comm, nav, weapons) two engines and three turrets.

It's what to do about a certain hostile craft, which may have 2-4 more turrets, and if I script a mission were the player flies a captured craft (this is all my campain I have planed;) ).
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 

Offline karajorma

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    • Karajorma's Freespace FAQ
Too many subsystems will cause a crash if the game tries to display them all as damaged on the HUD and runs out of space. Be very careful not to proceed until someone who's looked at the code tells you what it is or you could find yourself getting what looks like random crashes when they play with this mod.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Flipside

  • əp!sd!l£
  • 212
Unless they work out a 'don't display damage' flag for subsystems, but we will have to wait for the SCP Team to iron out some bugs and release 3.6 before we go asking them if they can do anything about that, as it's not so much a bug as a badly supported feature :)

  

Offline Raptor

  • 210
Quote
Originally posted by karajorma
Too many subsystems will cause a crash if the game tries to display them all as damaged on the HUD and runs out of space. Be very careful not to proceed until someone who's looked at the code tells you what it is or you could find yourself getting what looks like random crashes when they play with this mod.


That's why I asked.  Better to be safe than sorry.:)

Well, I can wait a while, the ships that this thread is concerned with are not likely to be made for some time.
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'