Author Topic: Any new revelations on fighter launching?  (Read 1584 times)

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Any new revelations on fighter launching?
Fighter and launching and docking auto-pilot for player ships? I'm just curious, cuz I'm finishing up on my launch bay for the BSG. and I'd like it to have more than just an aesthetic purpose.

Also, I don't know if its a waste of my efforts to model the fighter launch tubes of the Galactica. With the current build, the best I could do is to make an entry from the landing bay that leads to the tubes. A player could just fly through it just for nostalgic fun.

With the AI having orientation issues, its unlikely they will dock properly and launch in way that is sane.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Any new revelations on fighter launching?
Check out player-use-ai, and throw in some paths (I did implement a set-object-position for waypoints in my latest build...)

A set-object-velocity is also possible, but you'd have to call it with every-time to use it with the tubes.
-C

 

Offline Trivial Psychic

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Any new revelations on fighter launching?
What we realy need for this is a method of designating paths or bays as arrival or departure for a ship or wing.  I have in the past, suggested the use of a sexp to designate these for a wing or ship, by naming the exact path names for departure and arrival.
The Trivial Psychic Strikes Again!

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Any new revelations on fighter launching?
I think editing that path-wise would be to much of an effort.

Though we already requested that here too, that we want to be able to set fighterbays (or subsystems, depends on how it will be coded) for wings departure and launch, actually an addition to the "docking bay"-selection in ships- and wing-editor.

AFAIK Goober has already some ideas and said he would do it, he just needs some time. :)
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9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Nuke

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Any new revelations on fighter launching?
ive been thinking about this for awhile. i thought that you could use a chain of invisible subsystems along various parts of the aproach path  leading up to the deck. also give them glowpoints at the same locations as the subsystems. that way you could activate the glowpoints when the land order is giver and it would sorta serve as an ils.  then you do some fancy sexping to make it trigger an end mission when you pass through all 3 subsystems in a certain order. that way you could simulate aproach and landing and end mission at the point that you touch down. your wingmen would just use the normal landing system. if you miss a subsystem your are ordered to wave off and try again. as of right now this should be possible.

for asthetics you need a way to check the landing ship's orenintation relitive to the carrier's, so that you have to be pretty much aligned with the deck (same with the ai landing),. or you can go all the way and implement a landing system, complete with docking bay, landing pad, and runway support, complete with functioning landing gear, iluminated landing system, and the ability to crash and burn :D hell, make it give brownie points for a good landing :D
« Last Edit: February 26, 2005, 09:14:11 pm by 766 »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Turambar

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Any new revelations on fighter launching?
"I have the ball"
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Nuke

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Any new revelations on fighter launching?
i have two
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN