Flyable Capital Ships
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No probs mate im sure we’ve all done similar things before.
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Cheers for that Dragnite_MU. Any advice is very welcome, especially as I haven’t really messed with capships before. Any advice about the mounting of capship weapons on other ships and vice versa. I see that as a real problem if people can do that… maybe you’ve combated this issue too? Ty.
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What I did is give each ship a gun/turret Class
Example:
Battleship: Class 1
Cruiser: Class 2
Gunboat Class 3
Large Transports: Class 4
Fighters: Class 5 - 10Oh, and sorry to double-post… :P… but this is intriguing. I’m curious though… Can new ‘higher’ classes be added in there? IE. class-11, 12 etc for the capital ships. I would rather avoid having to change existing ships and classes of weapons as there are obviously a lot of them at class-5 and below. Or is this something which is hardcoded into fl? Cheers guys.
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Number of classes is fixed and I don’t think anyone found a way to change that, but I see two “solutions” to the problem:
-With server software like FLHook, you can pretty easily make “weapon groups” that act as additional limiters. Say, for example, you have classes 1 through 10 and you want 1 through 10 for caps too, you’d just make a “fighter group” for all weapons that would only mount on fighters and a “cap group” for the capships. This way you’d double your classes in practice without needing to have additional classes.
-FL has 10 gun classes and 10 turret classes. IMO, the turret classes are a complete waste. Just about nobody uses them and they always mount the exact same stuff anyways (I don’t see much difference between a SkyBlast B turret or a SkyBlast B gun). You could easily change all “turret” mounts for “gun” mounts and voila, you have 10 new classes to use!
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All our cap wep issues were solved by usng the mount groups in FLAC.
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Yeah, I think I would have to take advantage of one of those server-sided tools should this project ever lift-off. And that is a good way to do it FriendlyFire… never thought of doing that. You’re quite right about the boring nature of the existing turrets Most of the weaps for capships and so on, would just need to be unmountable anyway, so they come with the ship and leave with the ship. I’ve been toying with using large ‘volume’ entries, and this seems to work fine for weaps and shields
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Yeah, it kinda slams cockpitview, rear-view, the lot…
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quick and easy way to stop the “spin” ;D ;D on “Large” ships
type = FREIGHTER
setting this to anything else except for “FIGHTER” will cause you to spin when you turn…
took me 6 months and many headaches to “find” this quickfix… you’ll still need to get your
handleing right… but at least she’ll fly level now and not upside down/sideways in 360 circles… lol -
-FL has 10 gun classes and 10 turret classes. IMO, the turret classes are a complete waste. Just about nobody uses them and they always mount the exact same stuff anyways (I don’t see much difference between a SkyBlast B turret or a SkyBlast B gun). You could easily change all “turret” mounts for “gun” mounts and voila, you have 10 new classes to use!
I totally endorse this method. I have done this for both turret mounts and freighter shield mounts (FRs just mount heavy shields), freeing up 20 mount types to use for whatever I needed. Very handy.
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Gravedigging! \o/
But you know, i just can’t remember/find this fix for spinning capitals, except of mass increase.
edit: it’s also mentioned in 88 flak description.And also, was there a fix for shake-when-hit? Pretty sure it hasn’t been done, but still… :roll:
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I hate secrecy, it’s unbecoming, like a black wart on your face! And it’s also a sign of your insecurity, probably because your mother breast-fed you until you were 3 years old.
Baaaahhh!!!
Here it is:-
Ship Handling:-
http://forums.seriouszone.com/showthread.php?55250
Spinning when hit by another ship:-
Open file Freelancer\DATA\constants.ini and adjust the two following values and test until you are happy:
MATERIAL_ELASTICITY = 0.900000 (mine is 0.100000)
DEFAULT_LINEAR_DAMPING = 0.500000 (mine is 0.500000)You will not stop spinning entirely - when npc ships enter your big ship - yes, they do! - your ship will spin until they come out of it again.
The inertia values in ship handling help to reduce it a lot but don’t entirely eliminate it.
There are also inertia values in the .sur file that affect spinning but I’ve not yet fully investigated it.
I’ve not seen any 100% fix so far, so don’t let those secretive people with warts on their face and mama’s breast milk still on their lips fool you!
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Vesko wrote:
Well, for one thing I know the Tekagi’s Treasure modding team have fixed this issue in the upcoming 5.49 mod. Good work, guys!Issue isnt fixed by 100% but it
s way better than before. It
s just a good balance between spin/shake. Dunno where you always have this infos from Vesko when not even in the modding team.We used Startraders Tutorial, so thx for that m8
If we were able to fix it to 100% we would have shared the way how to here on Starport cause the people here are always willing to help and share their knowledge. So a big thank you to all.cheers
CURSOR -
Yes, i use uncle Stardtrader’s little tutorial for this as well and the handling is vastly superior to original settings now. Let’s not forget, capships were never meant to be used as flyable ships in FL so obviously the programmers were thinking fighters and freighters and concentrated on those.
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Glad it’s helped, guys. Sorry that, as you have seen, it’s not perfect, particularly the strafe force settings, so some tweaking is needed.
One tip - I had a drop-down variable of +20% to -20% in 5% steps in my spreadsheet as a multiplier on the steering_torque so I could make ships in the same class more sluggish or more manoeuverable than the standard, this gave a nice variation in performance of similar-sized ships.
Someone else said somewhere (sorry, forgot who & where but it’s here somewhere!) that the engine force was not calculated - well that’s very easy to add into the same spreadsheet, since the mass is used there - I did that in mine. And I found it easy to format the output cells ready tocopy & paste into the ini file, e.g. steering_torque = + the X, Y & Z parameters. My spreadsheet is very hard to find your way round it or I would have released it already. But it is really easy to make your own the way you want it.
The formatting command is quite easy in Excel:
For the Steering Torque, type this into the cell you want to copy from ready for pasting into the shiparch.ini file:
=Concatenate("steering_torque = ",(cell for X force),", ",(cell for Y force),", ",(cell for Z force))and in the next cell below for Angula Drag:
=Concatenate("angular_drag = ",(cell for X drag),", ",(cell for Y drag),", ",(cell for Z drag))and in the next cell below that for Rotation Inertia:
=Concatenate("rotation_inertia = ",(cell for X inertia),", ",(cell for Y inertia),", ",(cell for Z inertia))If you have a formula for strafe force put this in the next cell below:
=Concatenate("strafe_force = ",(cell for strafe force))And for nudge Force in the next cell below:
=Concatenate("nudge_force = ",(cell for strafe force))And if you calculate strafe power usage:
=Concatenate("strafe_power_usage = ",(cell for strafe power usage))If you want to be more expert then you can name the cells containing the values for your settings, and refer to them by name in the concatenate cell, e.g. X-Force, Y-Force, Z-Force, X-drag, Y-drag, Z-drag, X-inertia, Y-inertia, Z-inertia, strafe-force, nudge-force, strafe-power:
e.g.: =Concatenate("steering_torque = “,X-force,”, “,Y-force,”, ",Z-force)
You can name cells by clicking in the cell and overtyping the cell reference in the little Name Box window (left of the formula bar) with the name you want the cell to be called.
Simples! <click>I can help with some Excel queries, just ask.
:D</click>