Ability to disable the set of engine glows associated with a particular engine subsys. Currently, all engine glows are on unless the ship is disabled, in which case they are all off. Imagine taking out just the forward engine on a Deimos -- the forward engine sputters and quits glowing, but the other two engines keep glowing, unaffected.
I thought it did that already! No wonder it never worked on my ships! Ha!
yes you seed to say lots about missiles all of that stuff was covered in one of my wanted bits,
why don't I just post the whole file up here I think my TCs gonna be a while...
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Logged in at 19:23 18/05/2002
creating file and starting from paper list
####LAW ENFORCER'S WANTED CODE LIST####
1. Files size limits annihilated or dictated by me - dictated would be best
2. Species control including things like initial allies, netrals and enemys (which can change at any time) and global properties which have default thruster glows, ship skins etc
3. Glow/texture settings per ship indivadual settings overriding the defaults in above or normal
4. Any lights any where (on any model which will allow 'real' lights with blink patterns and partners for run ways etc from a 'light' object (still model like rest) (non-ship) Also support for HUD lights not 'real' to be placed in same manner (check box?)
5. Turrets any direction on any plane (including a full 3d FOV editor)
6. missile points with detachable missiles (including doors which would open when fireing would commence) or normal FS2 mode. Each missile point should have firing properties which include things like detach style (straight out or drop etc which inturn would have properties like drop length and speed) note that some missiles or bombs may have a deploy stlye ONLY which would mean they do thier style rather than anything tied to the missile point. A simple dock style system could be used for where and what diection the missiles are attached
7. Diffrent mainhall screens (deeper more like a real ship) lets you do more in the GUI.
8. Planets with docks, moving parts, etc as well as static models. (they should have the possiblity of atmospheres)
9. Much better AI (e.g. allies work in teams against enemys etc) Global/Ship AI editor which defines 'behind the scences' what type of mission your in etc It will determin how the AI behaves as a whole. The ship aspect of it should have a similar set of properties but should have some uniqu things to do with parts of a ship or a ship in particular (base, mother ship, subsystems etc can be prioritised in order or at same level so they can be defended properly for example)
10. breezer curve with a line at the 'up' side for waypoints, this will allow much more fluid and smooth as well as cool waypoint manouvers
11. make kamakasi collisions more dramatical and look better ships move/lodge into ship before exploding etc.
12. Waypoints attachable to ships (or other models) for special manovuers near ships or stations (can be anywhere but are assigned to the ship and move in acordance with it)
13. Special explosions but not for distruction, just have an explosion somewhere on the craft (selectable)
14. fully featured end mission editor, this should inculde lots of ways to end a mission and should also have things like cutscences (eiseir than in campaign) (could also link to game engine cut sences in mission zone!)
15. Deployable things like wings or weapon pods (it must have the capability to move firing points, or at the very least disable them while deployed). This could also reduce drag in atmospheric flight
16. accuracy code for missiles (esspecialy older tech ones). It would make them not always hit the same place (might have a viralby chance that a missile wout spin totaly of course)
17. better more versitile 'corkscrew' effect
18. limit certain weapons to certain hard points
19. on turrets all barels fire (at slower rate) or one at a time (set in fred as part of the ship AI editor) which can change if AI setup permits it (usually yes)
20. Increase number of possible glows and lights etc
21. more gun and missile banks (make room on hud as well)
22. back launched missiles and back moving front launched missiles (last starfighter moments!)
23. Diffrent support ships. Shouild have default type with overide in FRED aswell as numbers so so many of each ship avalible will arrive before they dry up
24. on screen timer display
25. Fleet flags (which is also the home squadron)
26. pericing weapons plus blades on ships (which ram other ships) which dig into a ship
27. pop up turrets (for supprise attacks, make them undetecable)
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