Author Topic: Aerotech Fighters Update 22.jan.13 (Hammerhead & Ahab CP) Photolink repaired  (Read 6254 times)

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Offline starlord

  • 210
Re: Aerotech Fighters Update 21.oct.12 (Model Ironsides) Warning Heavy Images
that is hugely impressive eiswolf!

 

Offline Eiswolf

  • 26
Re: Aerotech Fighters Update 21.oct.12 (Model Ironsides) Warning Heavy Images
Sorry... No Pictures.

My Imageshack account is deleted by me...
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline Eiswolf

  • 26
Re: Aerotech Fighters Update 21.oct.12 (Model Ironsides) Warning Heavy Images
So i have a new Picturehost account and here are now new Pics from the reworked, retextured and finished models (i hope so)    :)

AHAB  (original concept pictures from Battletech: http://kernspeicher.twobt.de/tro.php?show=luftraum&id=77 )







TRIDENT (original concept pictures from Battletech: http://kernspeicher.twobt.de/tro.php?show=luftraum&id=160 )






Ironsides (original concept pictures from Battletech: http://kernspeicher.twobt.de/tro.php?show=luftraum&id=100 )



Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline Al-Rik

  • 27
Re: Aerotech Fighters Update 29.oct.12 (re- worked and textured Models)
Nice fighters !

About the Cockpits:
Do you use a separate model for the Cockpit or simply the show ship flag ?

Using a separate model is more work, but looks better.
It's also possible to use in the beginning the same model for each fighter ( or fighters with similar cockpits ) and change it later to a more fitting cockpit.
With the 3.6.14 it's possible to rearrange the HUD elements to fit in the blank spaces of the generic cockpit.

Oh, and there is also a gift from Diaspora, if you haven't noticed it yet:
http://www.hard-light.net/forums/index.php?topic=82572.0


And about the Aerotech Mod:
How is your idea about gameplay ?

Glide in Space, no glide in atmospheric conditions ?
Non replenishing of the afterburner like in Wing Commander Saga ?
And reducing of power for the engine and weapons with increasing heat levels ?

 

Offline Eiswolf

  • 26
Re: Aerotech Fighters Update 29.oct.12 (re- worked and textured Models)
thx.

I use the "show ship" flag.
I´m test it around what can i make what can the Engine (FS2 SCP) make possible.
I think on the Weekend i will test similar Cockpits but it must look how it works...

The Gameplay Idea about Aerotech is so where you have writen. Glide in Space, no glide in atmospheric.
The Afterburner will refuel in Atmospheric in Battletech Universe the Aerospacefighter have Fusionreactors and unlimited Energy but the have a other resource. The Heat.
Only the Beam and burstshot flaged weapons reduct there Damage with high heat level. The other weopons will not fire before the heat level is in the green level.
Heat in my mod was the Normal Energy from FS2 and the Engine from the Ship is the Heatsinks.

It is simple
a example:
a ppk makes 10 Heatpoints
one Single Heatsinks take down 1 Heatpoint per second

You have one Fighter with one ppk and 10 Single Heatsinks. The Heatbar will not increase.
Have you 2 ppks on the Fighter and 10 Single Heatsinks you becames a Problem in ca. five seconds.

Also i have write in the Ship.tbl

Poweroutput: 10 for my 10 Singleheatsinks.


It is all a test and i´m with my project in personal alpha status. :)


I will make the Aerotech Conversion so near to Battletech as possible but i´m alone by this project and for many thinks i must learn how i can make.
For a very good Heatmanagment system and sound effects like Mechwarrior 2 ("Reactor online, Systems Online usw.") i must learn lua and this is cosmetics and comes very late in the game.
First i will make alle Models what i need and Skyboxes, than all Maps what i needed and than comes the other things :)

I played Diaspora and i find it very fine. Very good work. I like the Hud and your models looks very pretty but i have very short freetime and so i have only played the first two missions...
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline Mad Bomber

  • Booooom
  • 210
Re: Aerotech Fighters Update 29.oct.12 (re- worked and textured Models)
I've been working a lot of the particulars of a heat management system on paper. The formula I came up with is:
Code: [Select]
Weapon energy = 30 + heat sinks on design
Weapon recharge = heat sinks on design * 0.1

So, for instance, a TR-7 Thrush has 10 single heat sinks. It would have 40 weapon energy (30 + 10) and a measly 1.0 weapon recharge per second (10 * 0.1).

By contrast, a CMT Troika with 17[34] double heat sinks would have 64 weapon energy (30 + [34]) and a fairly impressive 3.4 recharge/second.



I've also come up with a pretty simple workaround for the problem of "BT divides hull damage into sections, while the FS engine doesn't".

Code: [Select]
(Structural Integrity + Armor Points) * 10 / 3 = FS Hit Points
round down to the nearest 5

This puts the aforementioned TR-7 Thrush at a measly 120 hull [(12 + 24) * 10 / 3] , which is about right for something that's horribly flimsy. Something heavier like a Succession-War Lucifer would be a respectable 610 hull [(6 + 176) * 10 / 3], tho it's less than half the speed of the Thrush.


I'm imagining damage levels for the weapons as being (BT damage * 10) per shot, but since you've already done the work on that and I haven't...

Actually, could we compare notes, Eiswolf? I'd kinda like to play around with your weapon tables :D
« Last Edit: November 01, 2012, 03:41:23 am by Mad Bomber »
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Eiswolf

  • 26
Re: Aerotech Fighters Update 29.oct.12 (re- worked and textured Models)
thx.
@MadBomber

When you will you can help me by the Aerotech Project :) send me a Message and we can talk.

This is the Summary from the External Cockpit Experimental and ich must say i´m not happy about it.
Look at it...
I think it is more efficient and more easier to make it with the Show Ship Flag... or say what is wrong it experimental with it three days...

Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline Eiswolf

  • 26
Re: Aerotech Fighters Update 02.nov.12 (experiment with External Cockpit...)
I´m.... i have forgotten by my experiments with external Cockpit a write in the tbl.... +Cockpit Offset.... :banghead:
So i have the problem under control and here is my WiP Ahab (Bomber) Cockpit. Your Opinions?

Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline Eiswolf

  • 26
Re: Aerotech Fighters Update 09.nov.12 (WiP External Cockpit Ahab)
« Last Edit: January 24, 2013, 10:21:58 am by Eiswolf »
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0

 

Offline SypheDMar

  • 210
  • Student, Volunteer, Savior
    • Minecraft
Re: Aerotech Fighters Update 22.jan.13 (Hammerhead & Ahab CP)
Um, the photos are deleted.

 

Offline Eiswolf

  • 26
Re: Aerotech Fighters Update 22.jan.13 (Hammerhead & Ahab CP)
Sorry  :banghead: , i have repaire the Photo links.
Aerotech Alpha v 0.1 download here ---> http://www.hard-light.net/forums/index.php?topic=87385.0

It plays in Battletech Univers

Aerotech Concept click here ---> http://www.hard-light.net/forums/index.php?topic=81572.0