Author Topic: Disabling thruster glows, or moving a disabled ship  (Read 5716 times)

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Offline Kusanagi

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Disabling thruster glows, or moving a disabled ship
For the Homeworld thing I'm having fun doing (not officially part of TAP) I've been spending the last few days getting different ships working and some mechanics, and am finally ready to tackle salvaging. While I doubt it's going to end up being a player controlled option (we'll see!)  I've been trying to figure out the best way to move the "captured" ships from point A to point B once the salvage corvettes latch on.

The corvette can't push the thing as it will swing an entire cruiser around, so the only thing I can think of is to repair the captured ship's engines and set it to move towards the Mothership/carrier.

The problem is, to my knowledge, there's no way to disable a ship's engine glow when the engine is above 0%, and you can't move a ship when it has a disabled engine. Is there any way to do this?
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Offline FUBAR-BDHR

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Re: Disabling thruster glows, or moving a disabled ship
You can't dock the ship to it and move it that way?  Even a fighter can move a cap ship if docked to it. 
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Offline Kusanagi

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Re: Disabling thruster glows, or moving a disabled ship
I can, but there's more than one salvager attached to it. Realistically, a 40m ship shouldn't be able to make a 2k long ship swing around so fast that everyone inside gets turned into strawberry jelly.
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Offline karajorma

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Re: Disabling thruster glows, or moving a disabled ship
You can't dock the ship to it and move it that way?  Even a fighter can move a cap ship if docked to it. 

In Homeworld you required multiple corvettes to capture a capital ship. So the game used the capship's orientation to decide which direction to move things in rather than the corvettes. If you make the corvette push the ship it will use the corvette's orientation not the capships.

Not sure what the best solution would be though.
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Offline Dragon

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Re: Disabling thruster glows, or moving a disabled ship
Use change-ship-class operator and dummy ship class with thrusters deleted from POF.
I think that's the only way.

 

Offline Mobius

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Re: Disabling thruster glows, or moving a disabled ship
Or use the set-object-speed SEXPs through a given axis. ;)
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Offline Dragon

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Re: Disabling thruster glows, or moving a disabled ship
It'll be instantly reset to 0 if newtonian dampening isn't used and even if it is, speed would start decreasing.

 

Offline Mobius

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Re: Disabling thruster glows, or moving a disabled ship
Then a) use Newtonian dampening and b) add repeat counts to the event with a delay of 1 second to keep the speed.
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Offline Dragon

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Re: Disabling thruster glows, or moving a disabled ship
It may help if ship is flying in a straight line, but will not allow manouvering easly.

 

Offline Kusanagi

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Re: Disabling thruster glows, or moving a disabled ship
Use change-ship-class operator and dummy ship class with thrusters deleted from POF.
I think that's the only way.

This seems like the easiest solution...let me give it a try and I'll see.

EDIT: Wow, that works perfectly!
« Last Edit: August 22, 2010, 12:13:42 pm by Kusanagi »
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Offline Kusanagi

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Re: Disabling thruster glows, or moving a disabled ship


That did the trick. It means there's gonna be dome limitations regarding salvaging (it will have to be exclusively handled in FRED) but it looks like it should!

BTW, the scales are as they should be. Normally strike craft are 3 times bigger, but there's no way a salvage corvette is the size of a football field at over 100m long. Converting the measurements to feet for strike craft ends up with a much more realistic scale.
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Offline Dragon

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Re: Disabling thruster glows, or moving a disabled ship
Actually, I think a corvette should be about 100m long.
It should be true to scale with HW.

 

Offline MatthTheGeek

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Re: Disabling thruster glows, or moving a disabled ship
HERETIC

HE ****ED WITH THE SCALES

HERETIC

BURN HIM NAO
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Offline Kusanagi

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Re: Disabling thruster glows, or moving a disabled ship
I discussed this at length with a few people in the Homeworld community. The general units used in the first two homeworld games are generally accepted as feet, based on this picture:



This door is visible on the side of the Taiidani corvettes. The door is six "units" tall in game. Either the door is 6 meters high, or around 6 feet high. Same deal with the Kushan corvettes: They're all two seater craft and the ship guide mentions that every corvette interior is so cramped that a mechanic must seal the pilots in with an armor plate from the outside. If each corvette is a hundred meters long then the canopy glass is several stories tall and each cockpit is the size of a bedroom on smaller craft. It doesn't fit in line with some of the official concept art.

In Homeworld 2, the units are meters based on one or two common ship model files and comments from Relic itself. There's an option to make the ships actual size in the command line, but doing so makes bombers and fighters nearly invisible except for their trails.

The reason I felt that the ships were larger in Homeworld was to make it visually easier to comprehend, select, and move units.

This puts most fighters and bombers in the 15-20 meter range, and corvettes around 30-40. The Salvage corvette is 35 meters long.

That being said, this doesn't scale well to capital ships. The Taiidan heavy cruiser is 1400 units long - which means at the same scale it is in the game, it would be around 450 meters long - not even twice the size of a Fenris. The mothership would be the largest thing in the game, but it would still be smaller than an Orion stood on end.

I decided for "realism" sake to scale units for corvettes and strike craft down to feet (there's no way the kushan scout is 50m long) and the larger vessels for units to meters.

The multibeam frigate in that screencap is 220m long, smaller than a Fenris. The Turanic Carrier, which I imported yesterday with a ton of turrets, is 2400 meters long. Taiidan heavy cruiser is 1400, Kushan heavy cruiser is 1300, etc.

The mothership, however, will be the size of the colly :P After all, it has a population of however many staff it, and 600,000 more in cryo.

Hopefully the scale ends up working well, but the conversions I do are my own take on the Homeworld Universe. While TAP is going to be using some of the models I converted over for the test builds until new ones get made, this little project of mine is something separate :P

So yes, you will be able to fly all the strike craft in the game.
« Last Edit: August 22, 2010, 02:45:31 pm by Kusanagi »
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Offline MatthTheGeek

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Re: Disabling thruster glows, or moving a disabled ship
Screw realism. Get back to real ingame scale NAO or I officially hate you.
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Offline Dragon

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Re: Disabling thruster glows, or moving a disabled ship
I'd also prefer original scale, realism is fine if you're doing something original or based on something realistic (or with no clearly defined scale), but I think you should stick to HW scale.

 

Offline Rodo

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Re: Disabling thruster glows, or moving a disabled ship
Those look insanely small, bigger is better. (most of the times anyway  :P )
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Offline Kusanagi

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Re: Disabling thruster glows, or moving a disabled ship
I guess Matt is going to hate me then  :P I'm not going to pilot a 60 meter long attack bomber to attack a 400m heavy cruiser :P

It will look fine in game. You also realize if the fighters and corvettes were the same size as their in game counterparts there is no way in hell a carrier could fit 50 fighters and 25 corvettes, right? :P

I also think one of the reasons they look smaller is because they use retail HW textures right now. If the MBF had the same texture detail that one of the SCP ships has on it, it would look much bigger.
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Offline Dragon

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Re: Disabling thruster glows, or moving a disabled ship
I sucessfully flew 100m long bombers, gunships and even one (two, if you count one I made myself) fighter.
60m is a common lenght for FS bombers.

 

Offline MatthTheGeek

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Re: Disabling thruster glows, or moving a disabled ship
That's it, I am officially full of hate for you. You are soiling the Homeworld universe, and this shall not go unpunished !
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666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie