Author Topic: Launch Catapults/Tubes and the like?  (Read 3952 times)

0 Members and 1 Guest are viewing this topic.

Re: Launch Catapults/Tubes and the like?
Yeah BtRL is my main point of focus with this stuff.
It would be a bit of a mess of arrays and triggers.
I read through the thread Nuke did on array's and got a bit walleyed trying to follow it.
I'll pick up on it again...

 

Offline Excalibur

  • 28
  • Forsee a new beginning.
Re: Launch Catapults/Tubes and the like?
A Trebuchet could work in FS2 (or similar) since they have gravity generators. :nod:

Perhaps someone could make a ship move outwards (out of tube) and sideways (velocity) so that it doesn't crash into the wall of the tube?
His legacy will last until the beginning.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Launch Catapults/Tubes and the like?
We have gravity generators now?

Wasn't that a feature of the TI mod that is almost comatose?

"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Excalibur

  • 28
  • Forsee a new beginning.
Re: Launch Catapults/Tubes and the like?
Are you meaning in-game ones where your ship is attracted by gravity? I'm not sure about that...

I meant since in the cutscenes, the species' are usually standing upright inside their craft and are not floating around, they must have gravity generators, so a trebuchet could "have its own one" which you could use to explain how it works where there is "supposedly no gravity".

Just in case people were confused... :nervous:
His legacy will last until the beginning.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Launch Catapults/Tubes and the like?
I never paid attention to the diff between the particulars between TOS and TNS launching but that's aside from the point.

The point is: "Can we do this in the engine as gameplay and NOT a staged cut scene."
meaning the active game engine not the pre-recorded visual.

You can have any type of background or explanation you want, but that won't keep you from smacking into the wall regardless, unless the coders do something about it.

By your post I thought you were mentioning something that was related to the GROUND MOD, ie GRAVITY GENERATION. or, "How tanks can travel on geometry and not simply float or fly off AI and ruin the illusion of non-space movement. That break through would have helped so many mods including BSG and my own...

That's what I meant...

Once more, I stress, people should look at how these issues have been discussed BY the BTRL team as I remember something about this has been posted over 2 years ago at least.

"Will we be able to launch in tubes?"

ect,,,

[EDIT]
I just did the research for you nuggets:

--------------------
Trivial psychic: on 12/28/2006
"The launch tube thing (when Galactica is available) will be a bit tricky as far as I've heard. For example, launching from the tubes requires that the Galactica is stationary, otherwise your fighter will bang into the sides of the tubes as the ship moves. I had come up with a way to simulate launching, but its somewhat complex and requires some features that haven't been implemented yet.

It requires translating submodels for one. We currently have submodel animation in rotation form only, but this would require submodel translation (A-to-B). There would be a small catapult submodel placed within the launch tube, with a dockpoint on its top. Then, a script of some form (either events or actual scripting.tbl use) would trigger the submodel to move rapidly to the exit end of the launch tunnel. A split second before reaching the other end, a jettison-cargo-delay sexp would cause the Galactica to release the fighter just before the catapult reaches the end of its motion. That way, the momentum will carry forward to the fighter, and the fighter won't be banged around within the launch tunnel when the Galactica is in motion."
-----------------

I searched 4 pages of results and that was the last definitive word/idea on how the team is going to handle it. If that has changed, they have not made it clear where that information is located at.

Otherwise, as Karajorma mentioned, Currently the AI can only handle a stationary launch. A player would be pancaked also at different points of the launch.

Just like TV-war mission by RYX inside the moving Carrier (splat!).


« Last Edit: September 29, 2008, 03:15:42 am by Getter Robo G »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Enioch

  • 210
  • Alternative History Word Writer
Re: Launch Catapults/Tubes and the like?
You know, I'm not sure about the player ship launching, but I think you could probably simulate an AI catapult launch by using "fighterbay" paths and setting an absurdly high entry speed for the ship.

I mean, this would be a decent way of getting a launch from a moving ship, right? Say a launch from an Orion, but with the fighters having a very high (say 200m/s) arrival speed.

Would this work?

'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Stormkeeper

  • Interviewer Extraordinaire
  • 211
  • Boomz!
Re: Launch Catapults/Tubes and the like?
No, the problem is that when the Orion turns, like it would when engaging enemy capital ships, the ship will go SPLAT! on the inside of the Orion or somewhere along the way. Although I wonder if launching from the Hecate while moving might be easier ... tho its hard to blast out from such a small launch bay.
Ancient-Shivan War|Interview Board

Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

  
Re: Launch Catapults/Tubes and the like?
MOI has a lot to do with the rotation speeds and null MOI's make the latest versions very unhappy.
Many of the current asteroid pof's in BtRL have null MOI's or set to zero MOI's to remain static.
Add an MOI to it and it begins rotating oddly in missions.
I was getting slammed by the rotations of the (I beleive Scar asteroid) with all of the open holes inside it.
It was rotating at a rate over 400  so you were pretty much hosed if you made it inside you could only hope it would rotate back enough on exit that you werent stuck. But I was creating

I know the BtRL guys had stated they had Launch Tubes and some video for it.
But I imagine it was a static cap ship launch.
Whether they looked at the launch tube as a separate model to act as a static placeholder for the sequence or not I don't think they posted that info.