Author Topic: The 45 Ideas Of Kalfireth  (Read 21720 times)

0 Members and 1 Guest are viewing this topic.

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Re: Re: Re: Re: The 45 Ideas Of Kalfireth
Quote
Originally posted by Venom
oh yeah, right, I'm sure even you wouldn't take that option seriously :rolleyes:


Huh? :confused: Who was that addressed to?

I know it's possible; I've done it.

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
.pof = Parallax Object File
.oof = Outrage Object File (i suppose)

so since V + O = P then .oof must be derived from .pof

but not necessarily version 2117 of the .pof specification
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline terren

  • 27
Why not just give the player controll of the dock order through keybord command, ctrl-D anyone?  It would allow for some intrasting mission veryations.   Supose your escorting a cargo and the ship to haul the stuff is disabeld or destroyed,  if you could dock to the cargo you could haul it to the drop of point, albet at a much slower speed. Just thought it should be looked into.
Proud user of wings 3-D

                 
Mad? Oh yes quite mad.

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Re: Re: Re: The 45 Ideas Of Kalfireth
Quote
Originally posted by Goober5000
It can be achieved by activating the sexp player-use-ai and then giving the player's ship docking orders.

 
You CAN make a "training mission" with Fred that will have flashing Green letters on the objectives box...

Training missions can be made to use ANY combination you want and you can use a FRED command to see if a combination of keys has been pressed. (after a set of objective SEXPs was achieved)...

"Press Ctrl+D to dock with the Cruiser etc..." which in turn can activate the sexp player-use-ai and then giving the player's ship docking orders.

Mess with FRED. There is so much to do with it.

If I am mistaken Please Goober5000...."Help me out here!"

:)
If you want to be ready for Wing Commander Saga: The Darkest Dawn, then download and play the prologue first.

Here,

http://www.wcsaga.com/downloads/files/download/releases-prologue-setup-exe.html

Then, while waiting for the Darkest dawn, Download Starshatter 4.02

http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=214

You 'll understand why once you have.

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
'Tis correct. :nod:

 

Offline Fineus

  • ...But you *have* heard of me.
  • Administrator
  • 212
    • Hard Light Productions
Wow, I'm glad there's so much feedback! Let me address a few things.

1: I didn't change the thread title. Whoever did? Ha. Ha. :p

2: My entire angle on FS is that it should be fun to play. This doesn't mean I'm throwing realism right out of the window. But this is a game - not real life. Nebulas might not even be visible if you were in one in real life - but in the game they are and it's a lot more fun that way. I do not for one second expect people to debate this as "thats not very realistic" because I don't care. These suggestions are there because I thought it'd be neat / fun / open new options to mission designers etc. Nothing more. Now that we’ve established that…

To some more specific stuff:

3: Galemp, in response to your points:

“I don't understand; do you mean targetable, or what?”
Yes, that’s exactly what I mean.

“Not necessary, IMO. How often are you going to be using multiple suns?”
Good point, but if not for that then perhaps to illustrate distance? It’d be darker in deep space than it would be when you’re fairly close to a sun (say the distance from Mercury to the Sun) Make sense?

“Easy to do; glowmaps support ANIs. I've made a pulsating Sathanas glowmap ANI that does just what you're talking about.”
Fantastic. Some people are right, I’m not on top of everything that’s been done. I just scrawled ideas on some paper and transferred it all directly to this thread.

“Simple. Set your ship's afterburner recharge rate to zero. You start the mission with it full; once it's used up you're out of luck.”
I don’t mean that entirely… I believe the Wasp had its normal speed, after burner and *then* it had its pod for uber-fast speeds. That’s not currently possible I don’t think.

“Everybody complains that TAG missiles are useless, yet we get requests like this...”
True, but TAG relies on the mission designer allowing for it to work… this would be automatic in the AI so that the only thing you’d have to do is fire the weapon – the AI would do the rest.

“FS2 already has a better system. Should you have damaged comms, incoming transmissions are garbled; if you have damaged sensors, your radar goes static-y; when your weapons are damaged you get malfunctions. You've never noticed this?”
I never got that damaged ;)

“The amount of shudder would be miniscule and certainly not noticeable. Do you see a real naval battleship shudder when it starts up its engines? No, of course not. Those inside the ship near the engines would certainly feel something but externally the effect is negligable.”
Suppose so!

“This would require model changes that I doubt anyone would bother to take the time to do.”
It *is* aesthetic… like several other things here. But it’s an idea… heh.

“I can't say navigating through a mobile asteroid belt sounds like fun, though...”
But you know it would be really ;)

“Eh? You don't find the corona enough?”
No. I actually mean blurring that effects ships /anything else that are infront of these strong light sources. It needn’t be strong bluring.

“This is a stretch. To actually affect your fighter's performance the consistancy of these fields would have to be as thick as water! Under such conditions propulsion and shipbuilding would have to be completely different, not to mention the plausibility of such a dense field without a significant gravitational source. In other words, it's not physically possible.”
True, but then let me put it another way. Atmospheric flight ;7

“Have you ever been in a car with a backup proximity sensor? It can get really annoying. Now imagine that sort of thing on EVERY side of your craft. Best to leave this one out.”
Hmm.. could be – or perhaps as an option. I really want to get the feel of being in the cockpit into the game, that means all kinds of badness going off when you’re “in trouble” so to speak… heh.

“ The targeted subsystem is already marked with a box (or diamond) on your main screen...”
I need to play the game some more. *Hangs head*

“Neat effect, but by the time you're close enough to the event horizon you're screwed anyway.”
I’m not going for realism… but I suppose this is a rather big (and possibly not very important) debate.

“I disagree; the missile models are the size they are to make them visible and (for bombs) killable. I see no real harm in the current missile sizes.”
Hmm… personal taste thing. It just seems kinda stupid (from time to time) to see bloody huge ordinance leaving a rather small fighter. Ho hum…

“Seems far too complicated and dangerous (for compatibility) with too little gain.”
Could well be… another one of those “it’d be nice as an option” jobs.

4: FRED2 – The ever useful.

I do not count FRED2 as an acceptable way out for a lot of the ideas. I agree that it’s an incredibly powerful tool but just like the beam-free-all tag, it’s a lot of time and effort to input some of the commands into FRED2 to do what you want with it.  I actually know about a few of the things that are possible with FRED2 and still posted points about them because, in my opinion, they should be included as default with the engine as opposed to something of a hidden battle to implement / check with FRED2.  It is just me being lazy but I think overall it’d make the additions a lot more accessable if they were included as default instead of known only to a few.

But that’s just me. Continue to pull the ideas apart and see what can be done!

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
hmmm.. what about "debris Scattering" it's just an idea... but when a large capship blows up smaller debris would fly everywhere, and might hit ships in proximity, it would also be cool if they actually bounced off nearby vessels...;)
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline Lynx

  • 211
Quote
Originally posted by Kalfireth
My entire angle on FS is that it should be fun to play. This doesn't mean I'm throwing realism right out of the window. But this is a game - not real life. Nebulas might not even be visible if you were in one in real life - but in the game they are and it's a lot more fun that way. I do not for one second expect people to debate this as "thats not very realistic" because I don't care. These suggestions are there because I thought it'd be neat / fun / open new options to mission designers etc. Nothing more. Now that we’ve established that…


At ease, man. I like nebula missions, and there are nebulas that can block your sight in space, but they rarer than the normal ones. But the the nebula slwing you down, that's too wierd. I want to have the feeling that I still fly in space, and not in some wacko parallel universe.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline phreak

  • Gun Phreak
  • 211
  • -1
i would imagine it would slow you down in atmospheric flight, but we'd have to have totally different flight characteristics if we want true atmoshpheric flight since we'd need to do some reality check on speeds and such and also implement a stall speed or something to prevent the player from coming to a stop and hovering.
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline Fineus

  • ...But you *have* heard of me.
  • Administrator
  • 212
    • Hard Light Productions
Quote
Originally posted by Lynx


At ease, man. I like nebula missions, and there are nebulas that can block your sight in space, but they rarer than the normal ones. But the the nebula slwing you down, that's too wierd. I want to have the feeling that I still fly in space, and not in some wacko parallel universe.

Sorry, was just a good example - didn't want everyone levelling their "but that wouldn't be real guns at me" ;)

 

Offline c914

  • 29
    • www.scfi.pl
Ive got some few ideas ( maybe someone write them )

1 Supply ship could repair hull ( not all but 25 % of it ) Ofcourse it must me new model ( bigger, with hangar for repairs )
2 Pilot can jump i one mission few times to do new objectives ( few steps missions )
3 Wew out tof the ship with hud ( whith Player Controllable Turrets we can pilot C or Cv ;7 )

 

Offline Flaser

  • 210
  • man/fish warsie
c914

Ahm....

All of them were already implemented. Look more carfully next time...

-----------------------------------------

I have a question Bob: How hard would it be to create axially moving subobjects instead rotating ones.
You would only have a fixed version of this, but with a little luck a huge garmada of things could be created using just the combination....

I know this kind of thing tends to scream for a new pof as well as a new collision detection algorythm, but then tell why rotating subs don't have that kind of problem.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Falcon

  • 29
How about nanobots that repair your hull and subsystems, is it possible to do it with sexp's?

 

Offline Drew

  • 29
    • http://www.galactic-quest.com
lollollol
 you can repair hulls with support ships now :P
and you can easily do it with sexps
[(WWF - steroids + ties - spandex) / Atomic Piledrivers] - viewing audience = C-SPAN

My god.. He emptied the gasoline tank from the van onto your cat, lit him on fire, threw him in the house and dove for cover.  :wtf: Family indeed.  ~ KT

Happiness is belt fed.

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
I'd like some better debries, and have all the debris stay.

Oh, yea, and the dock thing: could we have it where if the player is ordered to dock, he gets within about 300 m or so, and hits Ctrl-D, ending the mission? Rather than, you know, having it continue after he's docked and undocked.


EDIT: And Thunder, your 12th idea, about blackouts/redouts? How is that even possible, let alone realistic? I mean, nomatter where you push the stick, you're gonna get a black/red-out, cause there's no up or down in space. Plus, blackouts/redouts are caused by gravity, and since there is none in space (besides planets, etc, but it's a bit different), it couldn't happen. All ships with artificial gravity would have to keep it completely even across the ship, because even when it's plunging downwards, the ship isn't getting closer or farther from the gravity source (again, away from planets), so there would be no black/red-out.
« Last Edit: October 15, 2003, 08:06:20 pm by 368 »

 

Offline Flipside

  • əp!sd!l£
  • 212
I think you can do that with a conditional check and an 'End Mission' sexp?

Flipside :D

Edit : Oh yes, and on the blackout/redout thing, it IS possible, because your own ship is what is creating gravity, it's not to do with what direction you are facing rather than how quickly your direction is changing, so a hard left or right in space will still create the same effect :)

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Oh, yea, also, I'd like some warnings! Like, for instance, you're hull's down really low, you get:

"WARNING! WARNING ! WARNING! HULL INTEGRITY! HULL INTEGRITY!"

in a computerized voice, sorta like *****in' Betty in modern-day fighters, and have it flashin across your screen, or, like, when you get a subsystem damaged, you get a Beep-beep-beep-beep, whenever it gets damaged or something.

Which reminds me, can we have subsystems more easily damaged? I mean, I flew thru FS2 with one of my subsystems getting destroyed only once!


EDIT: About your ship's gravity. It would have to be constant around you, so you wouldn't actually feel a difference where you moved, as the gravity source moves with you. Black outs are caused when you pull up, increasing the force of gravity on you (and gravity is BELOW you, not right NEXT to you, like in a space fighter), which causes the blood to drain from your head. Red outs are the opposite, as more blood rushes to the veins in your eyes, you can't see anything except red.
« Last Edit: October 15, 2003, 08:12:32 pm by 368 »

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Ok, it looks like we've gotten into another physics discussion here.  There is no gravity in space, so in part you are both correct.  However, in stating that it is gravity that causes blackouts the first error was made.  It is not gravity, but the force of your body going through high acceleration that causes pilots to black out.  High-G manuvers are high acceleration (measured in G's because we know what 1G's worth of acceleration, 9.8 meters per second per second, feels like) rather than amplification of gravitational effects.  However, UT, you seem to be describing artificial gravity, which is not really possible as far as we know.  Your idea of carrying gravity around with you is a bit like ST's inertial dampeners, which allow the interior of a ship to not feel the acceleration that it experiences from an inertial reference frame (outside).  Not technically possible, but goes along quite well with artificial gravity technology.  However, I would say that blackout effects are not suited to freespace (in part because of the relatively low speeds that you are manuvering at, and the fact that realism has never been a selling point for the FS series) but the idea still has merit.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
We ARE talking about FS2 here. in that universe, artificial gravity DOES exist (easily seen from the main hall).

And we're both right when it comes to the causes of blackouts: it's gravity that pulls the blood downwards during a high-G acceleration (going up or w/e)