![Image](http://img838.imageshack.us/img838/2919/59004348.jpg)
![Image](http://img849.imageshack.us/img849/5481/68808370.jpg)
I think...log0 wrote:Just a quick hack to add support for optional "forex, forey, forez, upx, upy, upz" to unit lights(http://wiki.vega-strike.org/HowTo:Edit_units.csv). It would also require changes to UnitConverter I guess. What do you think?
Else it wouldn't make much sense. I am wondering why it wasn't implemented right from the beginning? The effect is worth the few extra code.Did you modify the activation code to account for their direction? It shouldn't be difficult, it was all prepared for that.
It's optional, more generic, would allow to share some code. And just in the case someone would want to have non-rotationally symmetric thruster effects the code would support it already.Do you really need the up vectors?
Excellentlog0 wrote:Else it wouldn't make much sense. I am wondering why it wasn't implemented right from the beginning? The effect is worth the few extra code.Did you modify the activation code to account for their direction? It shouldn't be difficult, it was all prepared for that.
It's optional, more generic, would allow to share some code. And just in the case someone would want to have non-rotationally symmetric thruster effects the code would support it already.Do you really need the up vectors?
There is support, AFAIK, you just have to mark the entry as angular-acceleration-triggered. If there isn't... it should.log0 wrote:I think it would be cool to use thrusters for angular acceleration too.
Fully agree.log0 wrote:I know there has been some preference towards CMGs. The boring thing about CMGs is that they are not very visible. Any opinions?
We have many ships that make no sense in that way. I'd suggest ignoring it for the time being, unless you can find a creative way of adding them. We'll probably need new meshes on the long term.log0 wrote:Oh btw, any ideas where to put the retro thrusters on the Llama? I think the mesh needs some adjustments.
Exactly what I had planned.log0 wrote:There is one interesting effect with angular acceleration btw. The placement of the forward and reverse thrusters relative to vessel center(center of mass) can create additional momentum. The three Llama forward thrusters will variate their output independent of each other according to current acceleration.
More dynamic how, out of curiosity?log0 wrote:The differential thruster firing makes external view much more fun (now if the external camera would be made a bit more dynamic it would be awesome).
This is a great idea in the way that I'm visualizing it now. A slip indicator in combination with a intercept vector would be just as useful as the virtual HUD particle lines I was thinking of using for intercepting targets and it would not require changing ones vector reference, just their target. I decided to submit my proposal earlier than I planed here, because this seems to be on the same topic and looks to solve my remaining problem. Replace those blue virtual particle HUD vector indicators with a transparent slip indicator in cell shaded purple on the HUD, and VegaStrike would have a ship interface like no other.log0 wrote:Somewhat ot, but I think it would be cool to have some kind of slip vector display in the hud view. Aircraft have got aoa and sideslip info.
For starters maybe simply a line from current target direction towards true motion direction would do it, should be also easy to add.
Well now that is getting detailed, sounds like fun. I'm sure it would give the ships a custom feel while flying them, because currently all ships feel much the same.klauss wrote:Exactly what I had planned.log0 wrote:There is one interesting effect with angular acceleration btw. The placement of the forward and reverse thrusters relative to vessel center(center of mass) can create additional momentum. The three Llama forward thrusters will variate their output independent of each other according to current acceleration.
I would like to add that, robotic thrusters would be fancy and look cool too but in a time of war these recessed thrusters make more sense because they are likely tougher.log0 wrote:I think it would be cool to use thrusters for angular acceleration too.
When all manoeuvring thruster are destroyed in the game currently the ship can still turn in the desired direction, just much more slowly. I always imagined this was the CMG's turning the ship. I also thought that if the ship turns slowly enough the thrusters should not bother firing.log0 wrote:I know there has been some preference towards CMGs. The boring thing about CMGs is that they are not very visible. Any opinions?
AFAIR, it was done by a professional. The only bad thing is that it's quite outdated and follows really obsolete guidelines.Primordial wrote:I really didn't realise the base mesh for the Llama was so simple. That texture work is damn good, I thought the mesh was somewhat higher-poly because of it.