Author Topic: Random feature requests  (Read 11925 times)

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Offline FUBAR-BDHR

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Re: Random feature requests
Amazing.  When E brought up those bugs and I took a look I couldn't even remember writing most of that. 
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Offline General Battuta

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Re: Random feature requests
Sorry it took so long.  :(

 

Offline FUBAR-BDHR

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Re: Random feature requests
No I mean I finished it at like 4:34am after drinking all night. 
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Offline T-Man

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Re: Random feature requests
Assuming this is a topic for us to post up requests (if not pitchfork away) here's a couple from me;

1 - Rearm target command: For if your ever working on the communication system at some point. I recall there's a cheat that allows you to order a target to be rearmed. Could this be implimented as an in-game command? Sometimes when you give an order you accidently stop an AI half-way through reloading, and i thought it would be nice to be able to target the fighter and have it complete the reload before it continues your orders. Would allow you to prioritise the critically damaged too.

2 - Hotkey subsystem targeting: Is it possible to extend the hotkey system (or at least the white bracket visual) to subsystems, so you can have white brackets show over them? Feel it would be useful for missions where the player is tasked with disarming turrets.

Cheers people

EDIT: Oh yeah almost forgot...

3 - Reinforcment groups: Would it be possible to create a custom-named group of ships that are called in from the reinforcment's menu? So for example you could have two cruisers as reinforcments but instead of both of them seperately you just had "Cruiser support" as one entry? Might be handy for ideas such as BPs reinforcment system they used in one mission, and means you don't have to have ships called "Saturation strike" or "5th Fleet" if you don't want to.
« Last Edit: December 12, 2010, 07:35:24 am by T-Man »
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Offline General Battuta

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Re: Random feature requests
3 - Reinforcment groups: Would it be possible to create a custom-named group of ships that are called in from the reinforcment's menu? So for example you could have two cruisers as reinforcments but instead of both of them seperately you just had "Cruiser support" as one entry? Might be handy for ideas such as BPs reinforcment system they used in one mission, and means you don't have to have ships called "Saturation strike" or "5th Fleet" if you don't want to.

This is very very easy to do, using pretty much the tactics you described in the last sentence. They work fine!

 

Offline T-Man

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Re: Random feature requests
This is very very easy to do, using pretty much the tactics you described in the last sentence. They work fine!
It is? :confused: So you could have for example the Vikrant and Toreador on the reinforcment list as one entry called "Artillery Support", but in game they appear with their names?
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Offline General Battuta

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Re: Random feature requests
This is very very easy to do, using pretty much the tactics you described in the last sentence. They work fine!
It is? :confused: So you could have for example the Vikrant and Toreador on the reinforcment list as one entry called "Artillery Support", but in game they appear with their names?

Absolutely. You'll note that the reinforcement items in Aristeia don't match the names of the wings you get.

Set up a stealth nav buoy at a great distance from the mission. Set it as a reinforcement ship. Set its arrival as the arrival cue trigger for the Vikrant and Toreador.

 

Offline T-Man

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Re: Random feature requests
Set up a stealth nav buoy at a great distance from the mission. Set it as a reinforcement ship. Set its arrival as the arrival cue trigger for the Vikrant and Toreador.
Why did i never think of doing that? :wtf:
...
I'm going to go hide now and this topic get back on track. :lol:

(thanks a lot; neat trick, would never have thought of that. Will come in handy for a lot of project ideas :)).
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Offline General Battuta

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Re: Random feature requests
Don't forget to check 'no warp effect'.

What you're buying in Aristeia are actually nav buoys.

 

Offline Nuke

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Re: Random feature requests
Would that be possible to somehow force computer controlled burst fire on player?
For example, a gatling gun which, after pressing the trigger (even if it's just a single tap) spins up and fires 10 rounds.
This is the way modern gatling guns like GAU-8 Avenger operate and I'd like to be able to create something similar in FS.
I think that it could be done as a burst flag for a weapon.
On a side note, a few requests from this thread: http://www.hard-light.net/forums/index.php?topic=71262.0 (namely recoil and overkill piercing) would also help with creating realistic cannons on FS engine.

thats not how gatling guns operate. in a modern gatling gun (non-russian) the feed system is geared to the gun itself, so if the gun is spinning ammo is feeding. the firing pins are connected to a rack system so every time a barrel passes the firing position, any round in the chamber goes off. so long as the barrels are spinning the gun is firing. the firing rate of the gun is proportional to the rpm. so during spin-up the firing rate ramps up from 0 to its target rpm, and likewise when the motors are shut off after firing the firing rate ramps back down to 0. gatling guns also produce a lot of heat, so firing more than 100-300 rounds is bad for the gun and can affect accuracy. so the pilot has a selector switch for the maximum length of the burst (old a-10s also had a speed switch, but it was found that the low setting was effective, better conserved ammo, and didnt overheat the gun as fast, so the switch was removed) and the trigger would be locked out when the limit was reached and the gun spins down.

russian gatling guns are a little bit more fun. they are gas powered so they gan get really ****ing fast. were talking 10,000 rounds/min. the problem is they are not powered, so the barrel is started spinning with a pyrotechnic charge (which were somewhat limited, so you could only pull the trigger so many times regaurdless of if you have ammo left or not). once the barrel starts spinning the gun itself provided mechanical power for the feed system (unlike the a-10 where both were driven by hydraulic power on the same drive shaft), which as far as i could tell was a simple belt feed systems. they also did not have the epic ammo capacity of the a-10. the russians considered it a secondary weapon system, and probably only equipped them because we had done the same after gunpod tests with the f-4s proved favorable (missiles back then were horrible wastes of taxpayer's money, and couldn't hit a damn thing most of the time). also the only way to stop them was with breaks, and a problem with the design is if the breaks failed with the gun firing, there was no way to stop it, the gun could have melted down and failed catastrophically if it had enough ammo in the magazine.

*edit*
that went way off topic.

what i would suggest is battletech-ish weapon heat tracking. each shot would produce a certain amount of heat, and the weapon bank/or ship would have a certain heat capacity and cooling rate. cooling rate would be the rate of heat loss. and heat capacity would be the maximum heat that can be generated before bad things start happening. bad things could be damage to the weapon subsystem, loss of ammunition, weapon jamming, weapon inaccuracy (higher fof), the whole ship explodes, etc. each of these effects would need their own $heat_threshold:, a $chance_percent:, $chance_penalty:. once heat passes $heat_threshold: there is a $chance_percent: % likelihood that the effect will occure, for every heat unit above $heat_threshold: $chance_percent: is added to (heat-$heat_threshold)*$chance_penalty:. at some point the percentage will reach 100% and the effect will happen every time. this kinda thing need not be limited to gatling guns, and could be used on all weapons. these values would be specific to the ship and would look something like:

Code: [Select]
$overheat condition: weapon subsystem damage
 +value: 10 ;amount of damage
 +heat_threshold:   1000  ;number of heat units when effect starts to be applied
 +chance_percent:   10     ;percent chance that effect will apply to a shot
 +chance_penalty:   1        ;how much extra percentage of a chance per heat unit beyond threshold that is added to chance percent

$overheat condition: weapon jammed
 +value: 5 ;how many seconds to clear jam
 +heat_threshold:   500     ;number of heat units when effect starts to be applied
 +chance_percent:   5        ;percent chance that effect will apply to a shot
 +chance_penalty:   0.5      ;how much extra percentage of a chance per heat unit beyond threshold that is added to chance percent

i would also add a flag to enable fire rate ramping based on weapon model rotation speed as well. instead of a spining delay up before firing that it uses now. this one is more gatling specific though.
« Last Edit: December 12, 2010, 11:26:44 pm by Nuke »
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Offline Mobius

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Re: Random feature requests
Amazing, reminds me of Colony Wars. It'd be nice to have something like that! :yes:
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Offline Fury

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Re: Random feature requests
Remove limitation of $Expl Visual Rad flag only affecting ships that don't have propagating explosions. The main explosions when a large ship breaks apart are often ridiculously large and this would, I assume, fix the problem. See GTD Orion for example, it produces humongous fireballs when it breaks apart, so large that it looks stupid.
I wish someone could take a look at this. It's really, really annoying visual-wise and it'd be great addition to next mediavps.

 

Offline Dragon

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Re: Random feature requests
Quote
thats not how gatling guns operate.
OK, but such thing as RPM-dependant ROF may be rather difficult to do in FS and I don't think many people would notice.
Computer controlled bursts are used on some modern fighters (for example, the F-16), not to mention allowing them in FS would in general allow some interesting ideas for weapon designers.
With the overheat system idea, usage of gatling guns could suddenly become much more interesting.

 

Offline Nuke

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Re: Random feature requests
Quote
thats not how gatling guns operate.
OK, but such thing as RPM-dependant ROF may be rather difficult to do in FS and I don't think many people would notice.
Computer controlled bursts are used on some modern fighters (for example, the F-16), not to mention allowing them in FS would in general allow some interesting ideas for weapon designers.
With the overheat system idea, usage of gatling guns could suddenly become much more interesting.

i have realistic gatling turrets scripted out. they do operate on a timed burst and behave much like a beam cannon. when they fire it initiates a burst, spin up is done, then a sustained fire rate and finally a spin down. the gun is fired during all 3 phases and it creates a pretty badass tracer stream in the process.

heat tracking is potentially scriptable, and i would probably script it if no-one wants to code it in-engine.
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Offline headdie

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Re: Random feature requests
Is this helpful at all on the Gatling descussion

http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Burst_Shots:

$Burst Shots:
FS2 Open, 3.6.11:
Defines the number of shots in a burst
Shots in a burst use shorter ( $Burst Delay: ) delay than usually
Syntax: Integer
$Burst Delay:

FS2 Open, 3.6.11:
Defines the time in milliseconds between the shots in a burst
Syntax: Integer

$Burst Flags:
FS2 Open, 3.6.11:
Defines the flags used to define the burst firing behaviour
Syntax: ( String String ), list of flags
Available burst flags:
"fast firing", acts as if same turret cooldown flag would be used between the shots in the burst.
"random length", makes AI to fire burst of random length (from 1 to burst shots).
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Offline Dragon

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Re: Random feature requests
We both know about burst system and it doesn't do many important things that are needed to make them really work.