Author Topic: Cargo and speed  (Read 5760 times)

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Offline diamondgeezer

Bah. I just got in from work, and I seem to have left my sense of humour there. But my point stands - every time someone asks for a minor little feature to make FREDding easier, for example, it turns in to a big physics discussion. And it's getting a tad annoying.

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Offline karajorma

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I know what you mean DG.
 It also means that if you bump the topic people who don't look hard don't realise what it was about. I did suggest having a thread which mearly consisted of a quick summary of the ideas people had and a link to the original thread a couple of months back but no one seemed to care.
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Offline SGT_R22eR

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Well, sorry DG, but anything that has anything to do with flight characteristics, it involves physics... It is a natural law... anyway, my point is that, with the way the engine is right now, we probably won't see this feature as of yet. SCP will have to modify it greatly and they have to take into consideration a lot of factors before implementing features. I know they have a long list too... just got to wait a bit... everything is possible, but not at the moment.

BTW, Karjorma... I read that thread after... sorry guys but this thread was on top... :)
« Last Edit: May 12, 2003, 02:57:28 pm by 1185 »
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Well, perhaps a better solution would be to implement a cap-speed SEXP - a ship would maintain a limited speed under all of its goals, not just those associated with waypoints. That would solve dg's problem, I believe. It may also be of use in other situations, too.
« Last Edit: May 12, 2003, 03:03:47 pm by 443 »

 

Offline karajorma

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Quote
Originally posted by SadisticSid
Well, perhaps a better solution would be to implement a cap-speed SEXP - a ship would maintain a limited speed under all of its goals, not just those associated with waypoints. That would solve dg's problem, I believe. It may also be of use in other situations, too.


That could be very useful actually. Think of situations where ships are redlining their engines to do something. :yes: Shouldn't be all that hard to do as a SEXP either.
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Offline IceFire

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So far...the problem as I understand it is:

Quote
Makes my ISSAPCs behave all gay, you see.


So what DOES it actually cause problems for?  I've got docking equiped ships in MOD's before with no so called "gayness".  Infact, the freighters are rather emotionally neutral...there's no ability for them to be happy.

Joking aside, I figure if you set the ISSAPCs to a higher initial speed (they were relatively fast anyways) and then attach the container on, they will be fine.  Speed is usually cut something like 30%-40% and that'll be nice.
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Offline TrashMan

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Well.....is anybody doing the cap-speed SEXP?
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Something I'd much appreciate is making the speed SEXP(s) allow ships to go faster, as well as slower.

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Offline CP5670

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Yes, that would be very nice. :yes: I use cap-waypoint-speed quite often to synchronize ship speeds in convoys but currently the highest speed you can make such a convoy move at is the speed of the slowest ship in it.

 

Offline Alan Bolte

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Quote
Originally posted by CP5670
...the highest speed you can make such a convoy move at is the speed of the slowest ship in it.

I do believe you've just discovered one of the laws of warfare.;)
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Offline CP5670

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:D

In most cases it is okay, but the problem tends to come into play when using ships that are slower than they probably should be for their size, the Leviathan being a good example. That thing is slower than even the destroyers. :p There are also times when you need a ship to go a little faster than usual for one mission only due to gameplay balance reasons.

 

Offline TrashMan

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1. Change the tbl entry... (I did)..

2. Wait for the set_speed SEXP....
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Offline diamondgeezer

IceFire: this thread could die right now if you'll just implement an option to negate the slowing effects of cargo. Or, we can sit here and argue about it.

 

Offline karajorma

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Originally posted by diamondgeezer
IceFire: this thread could die right now if you'll just implement an option to negate the slowing effects of cargo. Or, we can sit here and argue about it.


Adjusting the Cap-waypoint-Speed SEXP would allow you to do what you want. Simply add an event that becomes true when the cargo is docked that alters the speed. Simple.

An adjusted Cap-Waypoint-Speed SEXP would also allow other effects (like I said, Redlines engines is a good one).

Furthermore I'm guessing that the current Cap-Waypoint-Speed SEXP checks to see if you have exceeded the maximum speed in the table. All you'd have to do is remove that check and everyone's problem is solved.

If the current SEXP does work the way I think it does it would probably be a case of commenting out a couple of lines of code to make it work.
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Offline Hippo

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Quote
Originally posted by SadisticSid
Well, perhaps a better solution would be to implement a cap-speed SEXP - a ship would maintain a limited speed under all of its goals, not just those associated with waypoints. That would solve dg's problem, I believe. It may also be of use in other situations, too.


NOOOOOOO... I've spent 2 weeks tweaking a destroyer for AHTW so it goes faster! Don't ruin all my work (unless its only FS2). ANd even if you changed speeds, manuverability would stay the same, so it would take a larger area to turn... Not to mention, people setting it to 100Ms ... :shaking:
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Offline karajorma

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Quote
Originally posted by Hippo


NOOOOOOO... I've spent 2 weeks tweaking a destroyer for AHTW so it goes faster! Don't ruin all my work (unless its only FS2). ANd even if you changed speeds, manuverability would stay the same, so it would take a larger area to turn... Not to mention, people setting it to 100Ms ... :shaking:


People can do that kind of stupidity now by editing the table. I see no reason to hold the rest of us back because of their stupidity. Their missions will join the ranks of those with 3 colossuses and 6 Sathanases and promptly be ignored by the rest of the community.

The sensible ones amonst us are talking about maybe a 5-20m/s boost for ships in certain situations where the ships are driving their engines past the safe maximum.

As for this being for FS2 only take a good look at the forum you're on. Unless you're hoarding the FS1 source and not telling us of course it's for FS2 only! :rolleyes:
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Offline TrashMan

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The point was giving the ships a speed boost eve when they are not following waypoints...
That's why the set_speed SEXP is for....and it can be used for other cool things too....
SO JUST DO IT....DO IT....:yes:
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