I've already talked to Inquisitor about this...but I'd really like to link TBP source efforts (which are basically all Bobboau right now) to the rest of the source code. Ideally so we can share elements when they are beneficial to both regular FS2 and TBP.
Here's some stuff that we have or is under development and essentially I'd love to hear some feedback from whoever about how to do some of these things and how possible some things are over others.
<< Slide Thrusting >>
Bobboau has already done something with this. I haven't been able to test it because its a debug build and it hangs up on my massively more complex tables since the demo release. I'm not sure how its completely implemented, but I think the option should be there for turning it on and off. I'm not really sure if a Nial should thrust around like a StarFury (although I guess it could).
<< Focal Point Beams >>
Basically, the beam type on the Excalibur, the Vorlon Dreadnought, and a few other vessels that I can't think of right now. Essentially three or four beams coalesce at a certain point and fire a beam at the target. The trick is getting a beam to fire and then stop at a point and then fire another beam in a sort of sequence. Possible at all? Homeworld does it somehow so its not beyond the realm of the programmers the world over but FS2's engine aint homeworld so I question this concept.
<< Gunship AI >>
Already got someone working on it. Applies to vessels like the WhiteStar which sould behave like a fighter/bomber but should also contain elements in the code that allow for capital ship elements (potential fighterbays for instance).
<< Hyperspace Jump Points >>
A simple code change probably. The Warp.POF is already being read so its just a matter of changing the POF to match a B5 like jump point. There's also the color shift....when a vessel enters its yellow, when it exits its blue.
There's also the matter of jump gates. Not sure if we can make them operate so that they are activated by fighters and capital ships at certain points and open to end the mission, begin one, or spew out fighters.
<< Barrage Fire Missiles/Guns >>
I'd like to be able to specify, kind of like the $Swarm function right now, the number of shots between refires. SO....fires 5 blasts, refire of 20 seconds, fire 5 blasts. Repeat. I'd also like to specify the delay between shots. The key is to maintain the normal turret tracking so that this can be done on any turret. Even with rotational turrets, barrage fire is inaccurate as the first few shots always miss and the rest tend to be skewed and miss the mark 90% of the time.
I also love the lights and all the other fixes. Keep it rolling! Appreciate any feedback on how this all may be accomplished in a integrated source code kind of way.