So, uh... about those capship shields...

  • actually Evolutions 1.28 has capital class shields for collision damage protection - they are as weak as a mark 3 LF shield but that it´s possible has been demonstrated

  • Well, maybe I was mistaken then... but I swear I´d read somewhere that somebody thought that wasn´t possible <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> At any rate, I´m having a good ol´ time running around in a Bretonian Destroyer (yet another &quot;lost&quot; ship) <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

  • Argh, I believe you are talking about Chip´s post in a topic you conversed with him in. The topic was <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=38812&amp;forum_id=18&amp;Topic_Title=Strange+shield+problem&amp;forum_title=Freelancer+General+Editing+Forum&amp;cat_title=Freelancer+Editing&amp;M=False´ Target=_Blank>&quot;Strange shield problem&quot;</a> Chips said: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> Hmm, intersting Argh - I have never come across it... and we know of some issues - like shields on large ships not being damaged by missiles/torps... but that was about it. I will turn a blind eye and claim ignorance until I see it in Evo (in other words, I haven´t found this yet - so I am not going to go searching until I hear of it... as it could take some time ) Still not solved that either (shields on capships), moved shield mounts to external parts - nothing, moved shield mounts to the aft of the ship - still no damage to them at all... moved shield mounts to the HpMount - nothing. All I found is that missiles do not tend towards the HpMount at all, but to the center of the ship (or so it appears). Strangely enough, where-ever you put them, it didn´t seem to matter... nothing affected the shields. If anyone works that one out, or has a solution - then please let us know, as I no longer have time to carry out investigations etc - got too much work to do . By the way, if the solution involves blast radii over 16m - then its not a solution! That is unacceptable. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I´m not sure what specific configuration Chips is using but hopefully your information can help him. Edited by - Alcander on 5/9/2005 10:30:30 PM

  • I´ll check it out. I´ll have to set up a test case. As for the blast radii... yeah, that´s probably what´s going on... it´ll be interesting to see if that´s also effecting a ship that´s not using sub-parts... Bah! I´m a dummy, and I didn´t read the above carefully enough. Sure enough, Missiles don´t effect Shields on something this big. Missiles work fine against the Hull though. Can´t say that I find that really upsetting- it´s not economical to knock down Shields with Missiles in the current play-balance, unless you´re using a shieldbuster Missile anyhow. I´ll up the radii on those to 50 or so and see what transpires. Now, this is interesting- not necessarily <i>useful </i> but interesting. Even shieldbuster missiles with huge area effects and energy_damage don´t have much of an effect on the Shields of large ships. Must be something funky about their SURs. Ah well... minor problem, at least in my current play-balance. Hull-destroying missiles work just fine, so I really can´t say I´m all that peeved with the results. Didn´t solve that problem, though, and can´t think why it´s happening, either <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> I´ll have to take a look at what happens with Torpedos next... Edited by - Argh on 5/9/2005 11:21:39 PM

  • Argh been thinking about this today, each of the original fl ships has its own separate shield.sur file alocated to it by the shield link in the arch. for instance shield_link = l_fighter_shield01, HpMount, HpShield01 I suppose that tells it

  • Thaddeus , Correct me if I´m wrong <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>, but my understanding is, the three components that a model needs to work properly is a mesh (.cmp), an skin (.mat) and an outer shield bubble

    [img=http://members.optusnet.com.au/~audioele/mypic121.jpg] Retreat[!][!] ---- I`m too badly messed up now[!][!]

  • The shields work fine if you collide with them - or if you shoot them. They only fail to be damaged if you use an explosive device - which doesn´t do any damage to the shield unless you pump up the radius to some stupid level. Unfort, it then affects nearly every component on the ship if the shields are down. That is why we had such pathetic collision shields. We did have stronger ones (actually - we had an X2 the Threat setup - with up to 7 shields on Liberty dreadnought - so the amount of guns it mounts is offset by the amount of shields it can mount) - with each shield having a max value to go with it (so 7 would make 140,000 shield... whereas a Rheinland battleship - having MANY more guns, would only have 60,000 or so...) Same for gunboats/destroyers. However, when you can only take down huge shields with guns... it means single players fighters will have no chance against the capships. Hence why we wanted an explosive to work. After failing to find a solution (already tried changing shield links - not the problem), and with time marching onwards - we ditched the shields to return (and remain true to) the original game style. However, we have now made repairs alot cheaper to compensate for constant damage to capships etc. So if the shields can be taken down by normal torps and missiles - that would be ideal and perfect <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Chips on 5/10/2005 11:47:50 PM

  • On the Free Worlds mod we have very large capital ships with 4 shields each. I had to separate the shields and spread them around the ship to keep them all from being destroyed by a single torpedo. If you target the outer shields, you can still destroy them. I am not an expert at modding like you guys and I have no Idea why my shields are able to be destroyed. We´ve secretly replaced their dilithium crystals with new Folgers crystals. Now let´s watch them go to warp.

    We`ve secretly replaced their dilithium crystals with new Folgers crystals. Now let`s watch them go to warp.

  • No I think you miss my point.. the ship files within freelancer are encapsulated, and the .sur provides the shield outline, effects being detirmined by the type of shield.. why use 4 (or 7)?, if you can resize one to suit..???? <img src=smilies/icon_smile_shock.gif width=15 height=15 border=0 align=middle> Now I may be a mug.. but I feel therein lies the question.. and the answer... It sorta explains the need for big blast radii too No offence... <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle><img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Harrier Edited by - harrier on 5/11/2005 8:10:14 AM

    [img=http://members.optusnet.com.au/~audioele/mypic121.jpg] Retreat[!][!] ---- I`m too badly messed up now[!][!]

  • I have done some extensive research, and here are my results: 1. Using a small ship with an integrated Shield SUR attached to the main SUR = fully-functional capship. No more problems with missile hits. Therefore, the issue has nothing to do with the shield_link. As I suspected, shield_link is there for visual purposes, and appears to be legacy code. 2. The only problem with this approach is that now the ship´s collision hitboxes are wrong. The only way around this is to make a custom SUR that includes both collision hitboxes that are right for the mesh... with an integrated shield SUR. It would require a working SUR exporter, in short. Unfortunately, we don´t have one... yet.

  • I heard from Alexandus of the Tides of War mod that his developer Dev and Colon have a SUR file exporter. I do not know if it is true or not, but I hope that it is. We´ve secretly replaced their dilithium crystals with new Folgers crystals. Now let´s watch them go to warp.

    We`ve secretly replaced their dilithium crystals with new Folgers crystals. Now let`s watch them go to warp.

  • Dev <i>has </i> made a SUR editor via C++. I was the first to test it and *gasp* already find a bug <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>. SUR exporter however.. not sure.

    Coolbeano [FP3_POLICE]Member of the Freeport 3 Police Department -|A|-Member of the Avengers