Author Topic: Putting the brakes on a ship  (Read 5542 times)

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Offline Spoon

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Re: Putting the brakes on a ship
And you used the standard subspace warp effect, not your own custom effect?
The maps are from ASW I think. (I'm not completely sure ill be honest) Aside from that its the same old subspace.
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Offline Goober5000

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Re: Putting the brakes on a ship
The maps are from ASW I think. (I'm not completely sure ill be honest) Aside from that its the same old subspace.

Okay, cool.

As it turns out, editing those ship fields would require me to create a duplicate ship entry anyway.  I was hoping there would be a purely sexp-based solution.


That isn't applicable for ships that warp in, only for ships that are present at mission start.
A ship with lower initial velocity (like 0) will make full stop sooner than a ship with higher initial velocity (like default 33) upon exiting from warp. In case of a bigger ship, the difference in distance traveled should be quite remarkable.

At least that is my experience from the few missions I fredded back in the old days.

I just tested this, and the initial velocity made not one whit of difference, either on retail or latest SVN.  I used a mission with two Hatshepsuts, one set at 0 initial velocity and one set at 100, with both cued to warp in at the same time.
« Last Edit: December 11, 2013, 08:16:25 pm by Goober5000 »

 

Offline Fury

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Re: Putting the brakes on a ship
I just tested this, and the initial velocity made not one whit of difference, either on retail or latest SVN.  I used a mission with two Hatshepsuts, one set at 0 initial velocity and one set at 100, with both cued to warp in at the same time.
Interesting. There used to be a difference at some point because I remember testing this in the early days of FSO. Might have been something else causing the behavior then. At least that's certain now then.

 

Offline Dragon

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Re: Putting the brakes on a ship
As it turns out, editing those ship fields would require me to create a duplicate ship entry anyway.  I was hoping there would be a purely sexp-based solution.
WCS released it's source code, so you could always port that SEXP of theirs to FSO. Would be handy for cutscenes, and more SEXPs won't hurt anyone.

 

Offline MatthTheGeek

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Re: Putting the brakes on a ship
Karaj was looking at it, I remember him saying that if that sexp was gonna make it into FSO it would have to be made more generalist first.
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Offline karajorma

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Re: Putting the brakes on a ship
Would there be anywhere it would be useful other than warpin though? Cause if it's that specific, it should be handled in code, either by a new table entry or by a new field in the ships editor.
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