Author Topic: The Patcom Revised: WIP  (Read 6668 times)

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Offline Carl

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bah, just make a new shield animation.
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Offline Bobboau

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if there not showing up on player ships that's posably a bug
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Offline Setekh

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Oh... sweet. What's the performance like with it? Standard?
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Offline Grug

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ooh Very pretty. :D

Nice Job. :)

Hehe, can the front still undock? :p

 

Offline Grey Wolf

Bobboau: It doesn't show up for the wingmen either with the ship, so I'm suspecting it's a problem with the model.
 
Carl: It's a bit more complicated than that. I-war 2 style shields are 1-2 independent shields, and they track the shots and impose themselves between the shots and you.

Setekh: I haven't played around with the HT&L bits enough to find out what standard is :p But I've been getting fairly decent framerates with four in game.

Grug: Not in the current in-game version, I could possibly make a version with that capability later. I also have the model set up so that if turret fighters ever get modeled, we can put them in without having to modify the main hull.
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Offline mikhael

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Quote
Originally posted by Carl
bah, just make a new shield animation.



How would that help? That would certainly give them a nice shield hit, but it wouldn't take care of the real issue.

Iwar2 craft, like that AdPat, have two shields, covering the belly and the back. The shields are canted slightly so that the nose of the ship gets double coverage and the engines get no coverage at all. You can actually have four shields (two up, two down) with a Shield Synchronizer (adds the equivalent of a light shield to the face its placed on). Also, Shields can only block a certain number of hits per second, so if several shots come in simultaneously, they'll all get through but one.

That's authentic Iwar2 shields. Not some silly shield animation.
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Offline Bobboau

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try this build just the same, it sounds very much like it is a bug I recently killed (regarding anythiny ship that goes through the ship selection proces, includeing wingmen)
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Offline aldo_14

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Quote
Originally posted by mikhael



How would that help? That would certainly give them a nice shield hit, but it wouldn't take care of the real issue.

Iwar2 craft, like that AdPat, have two shields, covering the belly and the back. The shields are canted slightly so that the nose of the ship gets double coverage and the engines get no coverage at all. You can actually have four shields (two up, two down) with a Shield Synchronizer (adds the equivalent of a light shield to the face its placed on). Also, Shields can only block a certain number of hits per second, so if several shots come in simultaneously, they'll all get through but one.

That's authentic Iwar2 shields. Not some silly shield animation.


Well, I think you can build holes into shield models - never tried it though.   'Doubling up' shields on certain bits would probably be impossible, though.  

The thing for blocking simultaneous shots should(?) be easy - give the shield a very low hitpoints, but allow it to regenerate quickly - I think this is possible using tbl settings

 
I remember asking about the "patcom", though ot knowing the name almost 2 years ago...

   Is this considered a "Cruiser"? Looks like a nice small mean and lean cap ship. BTW is this only for HT&L or can retail handle it?
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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Offline karajorma

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In FS2 terms I guess it would be a gunship.
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Offline mikhael

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The AdPat is a corvette, in proper naval parlance. I don't know what that translates to in Freespace parlance, because they've got a ****ed up system.

Regardless, its about four times longer than any fighter, far wider, though not much taller. If I recall correctly, the old Dreadnaught Patcoms had a crew of about 80 or 120 with a bridge crew of four.
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Offline Bobboau

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gunship
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Offline aldo_14

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Quote
Originally posted by mikhael

Regardless, its about four times longer than any fighter, far wider, though not much taller. If I recall correctly, the old Dreadnaught Patcoms had a crew of about 80 or 120 with a bridge crew of four.


In a sub-100m long ship?  Must've got...tight in there.

 

Offline Grey Wolf

Quote
Originally posted by Bobboau
try this build just the same, it sounds very much like it is a bug I recently killed (regarding anythiny ship that goes through the ship selection proces, includeing wingmen)
That could very well be it, considering that's how I selected the wingmen. I'll try it tomorrow.

Star Dragon: This is HT&L only, since the main model section is a little over 1k polys, with the total about 2.5k triangulated.

Aldo: IIRC, the older patcoms were bigger than the Tachyon, which seems to have a crew of about 2-4.
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Offline mikhael

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Quote
Originally posted by aldo_14


In a sub-100m long ship?  Must've got...tight in there.


Not really. A modern Seawolf class attack sub pulls in at about 108mx11mx12m, and it has a crew complement of about 134.

I'd say that a Dreadnaught class corvette would be quite comfy with 80-120 people.
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Offline Grey Wolf

Bobboau was right, it was an exe flaw. Here's a pic with the engine glows:
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Offline mikhael

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Quote
Originally posted by mikhael
Regardless, its about four times longer than any fighter, far wider, though not much taller. If I recall correctly, the old Dreadnaught Patcoms had a crew of about 80 or 120 with a bridge crew of four.

Actually, I just looked this up again today. Its a crew of 45, with a bridge crew of four.
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Offline Grey Wolf

Can someone who has decent luck with POFCS convert this for me? I realized that the COB2POF converted version had faulty collision detection, so I decided to try using POFCS. It converted once, but it made it into 2 subobjects (one with the model, one empty). Now, it won't even convert.
http://www.3dap.com/hlp/hosted/gtdwolf/patcom.zip
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Offline Grey Wolf

OK, solved that problem after ignoring the model for 9 days.  I forgot that Modelview32 doesn't save the eyepoint chunk.  Now, the AdPat will no longer go through Lilith-class cruisers :p

Planning on starting the tabling on Sunday. Any suggestions for default arnament?
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Offline mikhael

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Two quadpacks, which works out to at least 48 standard dumbfire seeker missiles. Five primary weapons points, which are split up to one light (the QL-PBC), two mediums (a Mining Laser and an Assault Cannon) and two heavies (a pair of stock PBCs).

Basically, give it two different sorts of primaries (is three possible?) and have one fire from three weapons points and one fire from two weapons points. Don't forget the AdPat is incredibly over-powered (accelerator ring wise), so it should have a ridiculous energy reserve and high recharge rate. Its also ridiculously lightweight and gets tossed around if something looks at it funny.
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