Author Topic: Requested Changes to Existing FS2 Source  (Read 41195 times)

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Offline Carl

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Requested Changes to Existing FS2 Source
also, i would like to be able to make tracking primary weapons.
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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Requested Changes to Existing FS2 Source
Quote
Originally posted by EdrickV


You can use has-been-tagged multiple times if you set the event to repeat with about a 20 second interval. From what I've seen is-tagged was supposed to do the exact same thing, without the delay. The way it's written suggests it was a quick hack for testing other junk.


I tried that too; didn't work.  Result was an event that returned true every 20 seconds after the vessel had been tagged once, rather than an event that returned true only when the vessel was tagged again.
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Offline Nico

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Requested Changes to Existing FS2 Source
oh, yeah, btw, what would be nice, too, would be that the normals on the primary/secondary weapons work, so we can make guns that don't shoot straight forward.
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Offline EdrickV

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Requested Changes to Existing FS2 Source
Quote
I tried that too; didn't work. Result was an event that returned true every 20 seconds after the vessel had been tagged once, rather than an event that returned true only when the vessel was tagged again.


I see what you mean and sit corrected. It looked like it worked right when I did it but it didn't. :) It might not be hard to get a working is-iff by using ship_is_tagged() from ship.cpp rather then the way it's setup right now which doesn't seem to work. Ship_is_tagged() seems to be what FS2 uses to tell whether or not to draw the targeting box around a ship in tagged color.
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Offline Alikchi

  • Neo-Terran
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Requested Changes to Existing FS2 Source
Arcing projectiles. If we were ever going to implement this in atmosphere, we'd need gravity.
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Offline Galemp

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Requested Changes to Existing FS2 Source
Quote
Originally posted by venom2506
oh, yeah, btw, what would be nice, too, would be that the normals on the primary/secondary weapons work, so we can make guns that don't shoot straight forward.


There's an idea: bomb hatches on the underside of ships. Only problem is the aspect lock.
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Offline LtNarol

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Requested Changes to Existing FS2 Source
how is that a problem?

 

Offline Bobboau

  • Just a MODern kinda guy
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Requested Changes to Existing FS2 Source
I remember seeing a commented out line that made bombs drop imediatly after  being fired
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Offline CP5670

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Requested Changes to Existing FS2 Source
Many of the secondary weapons seem to have a short acceleration period before flying towards their target (most noticeable with bombs), so this might be something like the "hatch" you are talking about. Would be cool if you could specify a true velocity function instead of just a constant number for the weapons. ;)

 

Offline LtNarol

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Requested Changes to Existing FS2 Source
be even nicer (although not probable) if you can have the bomb hatches open, the bombs drop out without flames, ignite and accelerate, then have the bomb hatches close.

 

Offline EdrickV

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Requested Changes to Existing FS2 Source
Quote
Originally posted by LtNarol
be even nicer (although not probable) if you can have the bomb hatches open, the bombs drop out without flames, ignite and accelerate, then have the bomb hatches close.


The big question is, if you're in the middle of a mission would you really stop and watch this happening on other ships? :)
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Offline Bobboau

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Requested Changes to Existing FS2 Source
I would if it gave me a few more seconds to kill the bomber
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Offline LtNarol

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Requested Changes to Existing FS2 Source
you dont have to stop and watch it, just seeing it is nice.  we cant tell half the level of detail on the textures in the game under normal situations, but they're there anyway just to make the game that much better for those unusual situations.  Realism never hurts (or, well, usually doesnt).:nod:

 

Offline Alikchi

  • Neo-Terran
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Requested Changes to Existing FS2 Source
This is probably not possible, and I don't know how it would work, but here's a mishmash of the ideas from the past 5 posts or so:

A hatch opens up on a capital ship, making a cool depressurization sound. A large capship missile is revealed, which jumps out of the hatch, pauses, then fully accelerates, streaking towards the target (think Bobboau's Exocet). The hatch closes and then opens again, another missile ready.
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Offline LtNarol

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Requested Changes to Existing FS2 Source
theres a way to do it, im sure, but how much effort is more the key.

 

Offline Stryke 9

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Requested Changes to Existing FS2 Source
Gimme a 2-billion poly limit per ship, and remove the 60km "battlefield". Make it effectively infinite.

You don't need to add newtonian physics or find a way to port particle effects ingame, tho.:D

 

Offline Firgeis

  • 24
Added customization to ships...
It would be cool to add special secondaries, they would take a secondary slot but not being missiles, like the following:

ECM pod (have a chance to divert missiles aimed at you), Shield Regenerator (self-explanatory), Dampener Field (weapons do less damage against your ship, no shield), Hyper X capacitors, Energy Absorber... (well too much MOO2)  :rolleyes:

 

Offline Stryke 9

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Requested Changes to Existing FS2 Source
No such thing as too much Master of Orion. So long as someone doesn't go and try to, say, turn the Shivans into Darlocks or something.

But I think we're looking for general improvenemts, not complete changes to the game.

 

Offline Firgeis

  • 24
Quote
Originally posted by Stryke 9
No such thing as too much Master of Orion. So long as someone doesn't go and try to, say, turn the Shivans into Darlocks or something.

Hehe you are right....
Well i always tried to fix te AI of the teammates, but i know only a little  of C, so i doubt i will do something useful (but hope someone will!)

 

Offline Zarax

  • 210
Requested Changes to Existing FS2 Source
Just some quick things...

1) Increased tbl limits

2) The ability for mission editor of supporting more ships

3) Increased polygon limit for a ship
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