Author Topic: Sensors / Radars / Communications  (Read 1895 times)

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Offline Starman01

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Sensors / Radars / Communications
A question for the Coders :

Quote
"engine" (all engines destroyed = ship disabled)
"radar" (optional, no real function, but recognized by the engine)
"turret" (obvious)
"navigation" (originally governs warp capability -
"communication" (player ships get static or miss messages. No known effect on hostile ships)
"weapons" (fighters can't fight and blow up after a while if they're part of a wing, capships' turrets lose greatly in accuracy)
"sensors" (targetting doesn't work anymore on player ships)

I need some additional info regarding Sensors, Radar and Communication

Please tell me what effect the destruction of each subsystem has on

a) player ship
b) enemy or friendly fighter
c) enemy or friendly capital vessel

Thanks a lot in advance :)

B/R

Starman
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Offline Galemp

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Re: Sensors / Radars / Communications
I'd be interested to see this too--what are the actual in-game effects tied to subsystem destruction?
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Offline Rodo

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Re: Sensors / Radars / Communications
difficult to define also, since disable/destroyed subsystems are the same for the engine and the campaign.. something I've never understood ^^

I think I can help with one of those:

Radar does nothing IIRC, no mater what ship/side.
Comm AFAIK only affects the player's function to target, no effect on cap ships or fighters no mater the faction.
el hombre vicio...

 

Offline Nuke

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Re: Sensors / Radars / Communications
i think radar is just for radar dishes, if sensors are knocked out, they are supposed to stop spinning. or something.

i personally wouldnt mind having more subsystem linked damage effects. such as:

manuvering/rcs: ships loose agility when damaged or cant turn at all when destroyed
weaponbanks: player looses the ability to use individual weapons, and potentially looses ammo. also makes it possible to shot off external weapons. can self repair but ammo is lost until a support ship is called
reactor: causes a really big explosion when destroyed, but otherwise the ship is still functional
targeting: loose the ability to lock on as fast or at all
shields (they might be in already):, loose the ability to recharge shields as fast or at all
weapon battery: weapons dont recharge as fast
stabilizers: ship kind of forced into glide mode/conservation of momentum/angular momentum
afterburner: loss of afterburner performance or total failure
« Last Edit: July 22, 2009, 06:35:09 pm by Nuke »
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Offline Tomo

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Re: Sensors / Radars / Communications
Some of those are already FREDable, the remainder are probably scriptable.

Those seem like more sensible places for that kind of feature, as it'll be different for every mod.

If it's something that happens for every mission in a particular campaign, then a script is like to be the best place for it as it's less to accidentally forget in your FREDding.

All that said, the current effects of losing a subsystem were discussed in http://www.hard-light.net/forums/index.php/topic,64100.0.html

(Unfortunately it then got a bit distracted and Battuta locked the thread)

 

Offline Nuke

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Re: Sensors / Radars / Communications
sexps arent really good for implementing things for every ship in a mission/every mission in a mod. also while scripting can do some of the less interesting ones in that list quite effectively. but many couldnt be pulled off mainly because the scripting features arent there to do so. ive managed to do quite abit with scripting, and even then anything i do usually requires a ton of dirty hacks to pull off it seems like every time i add a cool new feature, i end up breaking something else in the game. any time i want to do something fancy i often end up having to add a new function to lua.cpp, which is already a hefty 11000 lines of code.
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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