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Full ship scale & weapon corrections

Posted: Sun Sep 25, 2005 11:58 pm
by Fireskull
>spirit< EDIT: Made sticky as requested :)

Spirit asked me to post this again, so here you go...if you find I missed anything, tell me.

confed, militia, humans in general:
Paradigm- 3,1
Caernaven-4,72
Sheffield-4,1
Dreadnought-6,04
Venture-1,7
Drayman-3,4
Exeter-4,35
Diligent-1,7
Draymaster-1,6
Bengal-4,58
Waterloo-2,43
confedcarrier-4,46
victory-4,01
Clydesdale-1,53
Gilgamesh-3,81
Corvette-? I have no clue of whats this ship supposed to be, since its not a WC ship, but I figure we will be on the safe side to give it a 1,5 multiplier, making it a bit smaller than a venture.

Kilrathi
Kamekh-2,1
Snakeir-1,85
Dorkathi-2,43
Fraltha-2,8
Fralthi ( do NOT confuse with Fraltha!!! ) - 4,37
Dorkathra transporter and tanker - 1,18
Lumbari-1,97
Ralari-4,39
Bhantkara (kilrathicarrier) - 4,54

*Do not forget: Those numbers are NOT new scales. They are what the
-current- scale must be multiplied by.

next list to come: starfighters with wrong weapons and other settings, and from what I saw already it will be quite big :P

Posted: Sun Sep 25, 2005 11:59 pm
by Fireskull
should this topic be sticky?

Posted: Mon Sep 26, 2005 12:02 am
by spiritplumber
yes, thanks :) patch 15 is to come out "as soon as I figure out how to get the autolanding to work", since chuck asked :) which should be sometimes tonight/tomorrow.

Posted: Mon Sep 26, 2005 12:03 am
by Fireskull
oh cool.

I dunno how to make it sticky though :P

Posted: Mon Sep 26, 2005 12:04 am
by Fireskull
by the way.. some name changes.

Dreadnought = Confederation.
Victory = Ranger.
confedcarrier= Concordia.

Posted: Mon Sep 26, 2005 1:42 am
by chuck_starchaser
Nice work; can't wait to experience the new and enlarged capships ;-)

Posted: Mon Sep 26, 2005 3:29 am
by spiritplumber
i'm having lots of problems with autolanding :(

Posted: Mon Sep 26, 2005 4:01 am
by chuck_starchaser
If getting rid of it altogether helped, I'd be all for it :) It's a problem when fighting a capship and you accidentally land on it. In the original Privateer it was a pain also, specially in bounty missions where the bogie is close to a planet. Besides, it's unintuitive: If I press D it feels like something is done, like when you press A, that takes time. But flying straight into a planet I should be burning up in the atmosphere.
OT
All CD's downloaded and burnt, and my desk is about 65% clear. Getting there... :)
/OT

Posted: Mon Sep 26, 2005 5:07 am
by Heltarawa
most of the new capitol ships are already there I thought only ones that are no are the waterloo and others he diddnt have the numbers foro yet you can tell whats been changed by how small the turrets look now compared to the rest of the ship

Posted: Mon Sep 26, 2005 3:43 pm
by spiritplumber
I mean the "land on me" as opposed to "park in front of me so I can tractor you in" autolanding. ^^;

Posted: Mon Sep 26, 2005 5:00 pm
by Fireskull
Well...

Players should -crash- into capships instead of autolanding if they get too close.

Landing should be done by requesting clearence and then approaching the hangar.

Posted: Mon Sep 26, 2005 6:50 pm
by chuck_starchaser
spiritplumber wrote:I mean the "land on me" as opposed to "park in front of me so I can tractor you in" autolanding. ^^;
YESSSS!!!!!! :D :D :D :D :D

She means the command "land on me", Fireskull. Won't have to use tractor beam.

Posted: Mon Sep 26, 2005 7:42 pm
by Fireskull
uhm

I dont get it.

heheh.

Oh hold on, I just did.

But still, even if completely off topic, my point stands tall: Starfighters should be able to crash on capships and be properly destroyed in the proccess.

edit: By the way guys, if possible lets keep this thread with a low topic count. This thread is meant more as a way to have the ship correction lists visible than a place to discuss then. I dont want any future lists to be lost among pages and pages of discussion. So, when possible, start a new topic to discuss the information here.

Posted: Wed Sep 28, 2005 7:29 pm
by spiritplumber
I think you can crash on capships/stations now... (if I did it right).


Fireskull: one of the Arrows is twice the size it ought to be. I'm not touching units.csv until you're done, so I thought i'd let you know :)

Posted: Wed Sep 28, 2005 11:30 pm
by Fireskull
yes you can crash in capships now, thats the first thing I tested when I DL the new patch.

But... you just crash in certain parts of them. For most of the time your ship will just fly right through the capship, only to crash after its inside it.

Posted: Wed Sep 28, 2005 11:33 pm
by spiritplumber
That's a problem with the collide code and unfortunately it's a lot hairier than it seems :(


note: you CANNOT crash into your OWN capship at the moment, you just fly thru it.

Posted: Thu Sep 29, 2005 12:41 am
by chuck_starchaser
Fireskull wrote:yes you can crash in capships now, thats the first thing I tested when I DL the new patch.

But... you just crash in certain parts of them. For most of the time your ship will just fly right through the capship, only to crash after its inside it.
Question: Does the collision geometry scale up when you scale up a ship?
Probably a stupid question, but, hey! Somebody's gotta ask it! :)

Posted: Thu Sep 29, 2005 3:55 pm
by klauss
Trust spirit: hairy.
Trust hellcat: solving it.

It's about the dynamic simulation atoms. Collision frames are not frequent enough to detect the collision sometimes. But with hellcat's new algorithm, it will be fast enough to do a collision test every frame - or at least, more often. Plus... I'm thinking about introducing a "zoom" collision test: fast ships should check all the positions between the old and the new one. It's very hairy, but I think I managed to get something like that working. :D

Posted: Thu Sep 29, 2005 7:03 pm
by spiritplumber
hey FS, if you have anything usable, can you email it to me? I'm trying to take care of some bugs

Posted: Thu Sep 29, 2005 8:10 pm
by Fireskull
uhm

I have barely touched units.cvs. I changed the scales of some ships, thats it.

Posted: Thu Sep 29, 2005 8:20 pm
by spiritplumber
when you're reasonably happy with it email it to me :) patch 16 won't have any new feature but you will love the much improved playability, i feel.

Posted: Thu Sep 29, 2005 8:46 pm
by klauss
Maybe make patch 16 a full download?

Posted: Thu Sep 29, 2005 10:44 pm
by Fireskull
I will send you a file this sunday spirit.

Posted: Fri Sep 30, 2005 12:43 am
by charlieg
Roll it out as WCU 0.3 (real easy to upload it to sf.net), and announce it on freshmeat.

Posted: Fri Sep 30, 2005 8:49 am
by charlieg
spiritplumber wrote:That's a problem with the collide code and unfortunately it's a lot hairier than it seems :(
And he said, "Let there be collisions..."