Author Topic: FS2O features and applicability  (Read 6091 times)

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Offline Shade

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Re: FS2O features and applicability
He wasn't named, just linked :p
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Offline Nuke

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Re: FS2O features and applicability
instead of trying to find a jack of all trades format to use as a conversion source, what we should be doing is supporting as many formats as possible, through import code, plugins for a wide range of modeling software, etc.
The source is out there and it's a fairly simple matter to integrate support for new formats, so why don't you add support for your desired format(s)? Unless of course by "we" you mean "other people".

first off: i dont think its something i have enough skill or patience to do at the moment. and even if i did my main interest with the freespace engine is with scripting. im not an active modder and havent made a serious attempt at modeling anything in years. but i was putting models into fs1 before fs2 even existed (and descent 2 before that). ive probably used every fs model conversion tool that ever existed. lots of good ideas have been cast aside. the cob based tools have been around forever so there has been a lot of improvement there, and pcs2 can convert a cob exported from any version of truespace just fine. this works fine if your program of choice is truespace. if not then converting your model is a very complicated, very frustrating process. collada was a step in the right direction, but development of modeling tools seems to be stalled. give people more input options and they will use them.
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Re: FS2O features and applicability
I might point out that whilst that is still an incredible speed, the space shuttle and the space station are still able to meet up and dock - a procedure requiring incredible accuracy.
Their relative speed at the time of docking is more like 1 m/s slowing to 0.1 m/s, though. The speed you referred to is relative to Earth and as such irrelevant to the docking operation. Just as the speed of an aircraft relative to the sun (about 30 km/s) is irrelevant when it is "docking" with a jetway.

Being able to fly at up to 4 km/s would mean relative speeds of up to 8 km/s, which is flat out impossible for a human to fight at unless said fighting takes place at bvr distances and all actual targeting is handled by computers.
* portej05 wonders how you'd go about docking 8km/s without doing serious damage

Relative speed was the point I was trying to make (couldn't think of the word before - think before you post :P)
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Offline Herra Tohtori

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Re: FS2O features and applicability
Hit M to match speed with the ISS!

...yeah.  :nervous:

 :p
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Offline Angelus

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Re: FS2O features and applicability
You might also want to consider the fact that modding using FS2O is most of the time a highly annoying and retarded process.
You have to work with a crappy mission editor, a very crappy model conversion tool as well as nonexisting tolerance for mistakes of any kind combined with a crappy lack of useful error messages and a lack of or just poor documentation.

I beg to differ in some points.

FRED isn't a crappy mission editor. It's a powerful tool, once you get used to it ( this might take time...).
With the clever usage of SEXPs you can circumvent some of the limitations of the engine.

By crappy modelconversion tool you mean PCS2? Yes, some versions aren't very stable, but the latest versions produce good results,
and it should be recommended to use the .DAE export/ import anyway.

The SCP works on the error messages, just compare the builds from 3.6.9 to 3.6.12.

Documentation: Yeah, that's a big one. In most cases the Wiki can help, but not in all.

Of course that's not what you were asking about, but it seems irresponsible not to mention. :sigh:

And no, I'm not attacking anyone here so spare the flames.

No flames, just my opinion :D

 

Offline The E

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Re: FS2O features and applicability
By crappy modelconversion tool you mean PCS2? Yes, some versions aren't very stable, but the latest versions produce good results,
and it should be recommended to use the .DAE export/ import anyway.

Except when they're crashing for no apparent reason, fail at importing models even from .pof, or other weird little things. Seriously, if you try to work with some of Steve-O's models, for example, you'll be running up against PCS2 being indescribably weird sooner or later.

Its crappy UI (why do I have to keep the mouse pointer over a number field to make entries into that field again?), its unhelpful error messages (Flaming OGL error of Doom says hello!), its weird incompatibilities with some systems do not exactly help either.
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Offline Jakey

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Re: FS2O features and applicability
Than you all for your time, but I regret to say that FS2O engine does not really meet my requirements (after speaking over on IRC channel we cleared up some questions I had)

Best wishes,
Jakey.

 

Offline zookeeper

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Re: FS2O features and applicability
You might also want to consider the fact that modding using FS2O is most of the time a highly annoying and retarded process.
You have to work with a crappy mission editor, a very crappy model conversion tool as well as nonexisting tolerance for mistakes of any kind combined with a crappy lack of useful error messages and a lack of or just poor documentation.

I beg to differ in some points.

FRED isn't a crappy mission editor. It's a powerful tool, once you get used to it ( this might take time...).
With the clever usage of SEXPs you can circumvent some of the limitations of the engine.
All of FRED's crappiness comes from the UI which is downright horrible at a couple of places and the fact that about a hundred checkboxes and other widgets lack tooltips or any other documentation explaining what they're supposed to do or if they do anything at all (some don't, but they're still there). Other than that, sure, it's ok.

By crappy modelconversion tool you mean PCS2? Yes, some versions aren't very stable, but the latest versions produce good results,
and it should be recommended to use the .DAE export/ import anyway.
Most of what I get by using PCS2 is crashes, freezes, completely unhelpful error messages or more commonly no error messages at all and a horrible UI to enjoy those with. Pretty much what The E just said.

 

Offline Commander Zane

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Re: FS2O features and applicability
Being able to fly at up to 4 km/s would mean relative speeds of up to 8 km/s, which is flat out impossible for a human to fight at unless said fighting takes place at bvr distances and all actual targeting is handled by computers.
Now I want to try that. :nervous:

 

Offline Thaeris

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Re: FS2O features and applicability
4,000m/s?

Psha, that's easy. None of you noobs have ever gone on a strike run on Laminar Research's Space Combat?

 :lol:
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Offline Commander Zane

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Re: FS2O features and applicability
Tried it and didn't like it when I couldn't do anything but move. :P

 

Offline redsniper

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Re: FS2O features and applicability
No one mentioned that at those speeds you'd hit the mission boundary 'box' in a few seconds...
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Offline Commander Zane

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Re: FS2O features and applicability
Actually I've gone as far as over 3,600km in one direction without being destroyed, and at four kilometers per second it would take 15 minutes to traverse.

 

Offline Mongoose

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Re: FS2O features and applicability
The project is mostly inspired by an unknown to most game HomePlanet (made by a russian company) the uniqueness of the game was the ability to implement an interesting gameplay while preserving the newtonian physics genre.
I think I tried playing the English demo for that once, but I was pretty terrible at it; I never managed to get my head wrapped around the full-Newtonian flight model.  Like I'm sure the SCP team members said to you, the FS2_Open engine doesn't really support that type of gameplay in its present form...though with all the crazy stuff Nuke's been doing with scripting, who knows? :P