to 1: in weapon_equip.ini [munition ... force_gun_ori = true this will make force the weaponfire to the direction where the weapon points. the weapons are still swivel but wont "autoaim". [gun ...turn_rate = 0 this will disable the turning abilites of guns. combined with the setting above, you have a fixed gun without "autoaim". to 2: check a sticky about flight physics in the general FL editing forum. to 3: losing shipparts (collision groups) cant affect the ship´s handling to my knowledge. to 4: yes, thats possible. all in the magic of fuses <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> check <A href=´http://www.klngarthur.com/forum/viewtopic.php?t=7515´ Target=_Blank>this fuses tutorial</a> for more info. to 5: he gets his ship when you "create" his char. newcharacter.ini or mpnewcharacter.ini (or similar) for more details. his faction affiliations are also set up once you make a new char. to 6: not possible to my knowledge to 7: gravity isnt possible. to 8: see #2 i hope this helped a bit, Fjord --------------------------------- Infinity TC Mod Leading Developer
Some Newbie Q´s
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Fjord, thanks for your detailed and helpful reply. The information on Fuses looks most interesting, indeed. If I used custom models, though... would I need to somehow have a SUR file, in order to obtain the results I wanted- i.e., hits on specific parts would result in specific damage? Or would it be enough for each "part" (in this case, the "pilot" ) to "steal" a SUR reference from something with similar dimensions? As for the "random factor" added to shooting... there´s script available that has to do with rotating planets and other objects... I´ve seen this in mod XML files. Is it possible to apply such things to the player´s ship somehow? I´ve never seen any ships with *any* moving parts, other than guns, so I´m assuming this is a "no", and that the guns cannot be scripted in any way... but it´s worth pursuing, maybe. Obviously, there are animation calls being made to open the "hatch" when cargo is ejected, so I´m wondering if it might be possible, say... to move the firepoints for a given gun around a wee bit very rapidly, using a script, so that while the shots would all converge at the "max range" point (which seems to be calculated based on the highest-velocity gun, based on some cursory tests), they would arive there on vectors that differed significantly enough to "feel" randomized, unless you happened to be flying at the point near convergence (in which case, you´d be having a really crappy day, hehe). I´ve already completed some experiments where I have guns that are ever-so-slightly slower/faster than one another (in my case, I used thousandth-of-a-second increments), which produces a much more "machinegun-like" array of bullets, because after the first shot, the increments keep cycling and putting the "first gun", "second gun" etc. further and further apart from one another, timewise. As I already intend to have a system where players buy multiple guns which are identical in performance but are bought to increase the ammo load (i.e., Machinegun A can have 500 rounds and doesn´t share ammo with Machinegun B... just like RL), this "time-synching" of the guns is fairly close to the effect I want anyhow... I´d just like to make it even more random, so that I can have machineguns with somewhat-realistic velocities but not so pinpoint-accurate that all players have to do is hover and fire off a burst at anybody who shows up. Maybe... hmmmmmmm.... I could make machineguns that have a much longer effective range than people´s sight radii... that might solve this problem... I could just give them a long flighttime... then they wouldn´t converge nearly as much. Gonna have to test this assumption, of course... I´ll let you know the results <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> As for the physics model... I´m going to need to test some of their assumptions pretty carefully. The sections where they´re talking about turn radii and stuff make perfect sense... what does *not* seem intuitive (at least, until I try some experiments) is their assertions about the relationships between thrust and mass. If I followed their arguments correctly (which is in some doubt, of course), then without the drag constant, there would be no upper bounds on speed (i.e., everything would act like zero-gravity spaceflight with thrust and mass, as opposed to the magical world of FL where everything has a maximum velocity created by drag)... so playing with drag, thrust and mass very carefully *should* theoretically result in getting the performance I´d like to see from my "aircraft". They´d have a very low drag, but probably the engines´ drag would eventually cancel out the thrust at whatever seems "reasonably realistic" for the scales of the mod, so that the "aircraft" would be forced into somewhat-realistic banking turns, and would be put into positions where they would run into the "ground" even if users killed their engines right away, unlike the way it is in FL where doing so means that the drag almost instantly kills the velocity. In an almost-unrelated question... has anybody tried putting a *negative* number into thrust, to see whether it can kill speed, as opposed to increasing it? I´ll have to try that... maybe instead of "emergency power"... I could have "air brakes"... people would trade initial velocity for lower velocities, once they´d finished "bouncing" an opponant... just like real fighter pilots used their flaps to increase drag (and also increase their ability to turn quickly)... just some random thinking there, and it probably won´t work in FL´s engine anyhow... it probably doesn´t recognize negative floats. Edited by - Argh on 10/5/2004 8:12:50 PM
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wow. u have thought through this verry carefully. I would like to see how this turns out, if it hasnt already Don´t run from the sniper, you´ll just die tired
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To answer number 3, losing parts DOES change the ship handling, because each part got a specific mass. So an Eagle with no weap, no commmodity, no shield, no wing, etc... will turn better than a fully equipped Eagle <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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FF, are you sure about that? it "may" work for shipparts, but it definately doesnt for guns, i tested that with giving the justice mk I a mass of 100000 - i would have noticed that <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> at elsat i did when i changed the ship´s mass to that. in the general editing forum there is a nice discussion about this topic, dont let us get offtopic here, lets keep it at one place. --------------------------------- <A href=´http://www.klngarthur.com/infinity´ Target=_Blank>Infinity TC Mod</a> Leading Developer
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IF you give everything a mass, INCLUDING those components - then maybe it will affect handling...........
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I´ll test components as soon as I get home this evening. I don´t know what, if any, effects will occur, but I suspect that their mass isn´t taken into account, either- it´s just the ship´s mass. If you´ve ever flown a ship that´s lost a wing... I have... and I didn´t notice any change in its flight behaviors. But that´s anecdotal at best... I´ll do some more scientific tests when I get home.
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Things are different from my experience... Ppl I know fly Drakes without wings and they say it turns a bit better. For sure if you give it a huge mass it should make a difference, but it would be positive, not negative...