Author Topic: Fighter bay question  (Read 2635 times)

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Fighter bay question
I don't have a problem actually making one.  But no matter what distances I set the points at any ship landing swings way out past the ship then starts the approach.  Is there anyway this can be fixed?

 

Offline karajorma

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You have to move the points in the paths for the bay closer to the enterance of the bay.
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I've put all four points almost on top of each other next to the ship and craft still swing out 300-400 meters before starting the approach.

 

Offline aldo_14

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What's the radius of the furthest out point?

 
1000,100,10,1 furthest to closest.

 

Offline StratComm

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This may sound stupid, but make sure your path isn't backwards.  It should be first to last on entering the bay.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Getter Robo G

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oh so you path it as if it was launching from the bay > 1 2 3 4
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Offline StratComm

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no, launching is 4-3-2-1.  Landing is 1-2-3-4.  All paths lead toward the ship, never away.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Actually, is there suposed to be four paths with a point each?  Or one path with four vertices?  Mine is just the one path with the 0 vertex the furthest out and 3 right inside the bay.

 

Offline StratComm

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That's right, one path with 4 points (actually 2 is fine, there's not the funny rotation things that dockpaths require).  Though you should have 4-6 paths for a fighterbay.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Why so many paths?

 

Offline karajorma

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Because you can launch up to 6 craft at one time and FS2 hates trying to squeeze them all onto one path.

IIRC you have to have 4 paths for a hangerbay to work.
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Didn't know that.

So four paths each with four vertices?

 

Offline StratComm

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I think it works with 1 path (checks Faustus...) but there's no telling what the AI is going to do with it.  It'll let them land but it won't look right.  4 is always the safe minimum.  Yes, 4 paths with 4 vertices.

EDIT: The Faustus has 2 paths, but they are only used once when it launches escape pods.  The Moloch, with its 2-foot-square fighterbay, has 3. Everyone else has 4 and up, simply because of the AI's inability to deal with path conflicts.  That's why I'm guessing your seeing ships flying away; something else is in the path until it turns to dock.
« Last Edit: May 01, 2005, 06:37:44 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
It does work with the one path but they go way out of their way to land.  I'll try four and see how it goes.  Thanks.

 

Offline modis

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I think I have question from same thing.
I made 4 docking points and saw that first ship goes too far while launching. I checked model editor and saw that one docking point leads further than others. I tryed to fix it's coordinates, but they are right, just next to other 3. But model viewer shows it's end much further. Is it some kind of bug?

 

Offline StratComm

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probably not, as those points are translated pretty literally.  Make sure you don't have a negative sign where you don't want one or something (like an extra zero) that could be throwing if off.  Paths are pretty stable, i.e. I've never had any problems with them, so there's probably something actually wrong with the model itself.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Getter Robo G

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I'm probably the only one but you just confused the hell out of me...

.                         This is fighter >
This is same facing (Ship- Orion) 4-3-2-1 (to Space)  for launching yes?

for landing..            (Ship-Orion) 1-2-3-4 < (fighter from Space)

That's how you explained it (as I translated) but you might be wrong buy your numbering as ONE of these paths leads away from the ship (I just really got confused now if 1 actually means FIRST (start path here)...I would guess the bottom one.

  (I'm not gonna deal with this for a long time, but woudl like to understand it eventually...)
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Offline Roanoke

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You can also use FRED to see fighter bays. I tend to use model view and the subsystem editor to plot waypoints.

 
Adding in more paths seemed to have fixed the problem.  Thanks.