Shield drag
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Hell yeah… stack em Adoxa im sure us modders can balance a few drag params out if we have to… and im sure we’ll have to … hehe
as always… dam fine
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How about the mass from the cargo being carried? That would add a new twist of transporting say farm equipment, the mass would get added to the ships total mass. It would make it so small items such as diamonds wouldnt affect your ship handling. From my own experiments using mass it makes the Newtonians physics much more noticeable once it hits around 500.
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[d]Like this idea alot. Just one question. does it work with negative values ?[/d] With a little infocard editing the Sheildmount could be named a “Weight Reduction Kit” or something like and improves the speed of the ship. hhmmm, lots of possibilities.
Ice
Edit - open your eyes Iceman, it says it in the first post :roll:
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which brings me to another thought (thanks):
rather than linear_drag, what about the mass value of equipment and cargo to be added to the ship’s mass? guess that would be even better, as the max speed in space is not depending on how much you carry but the acceleration and deceleration speeds are. any way, adoxa? no hurry though xD -
LancerSolurus wrote:
How about the mass from the cargo being carried? That would add a new twist of transporting say farm equipment, the mass would get added to the ships total mass. It would make it so small items such as diamonds wouldnt affect your ship handling. From my own experiments using mass it makes the Newtonians physics much more noticeable once it hits around 500.This.
Weight reduction kit should result in a thinning of the armor of a vessel (not related to what LS said, what someone else said)
However, making the mass of objects cumulative offers much more flexibility. You want better weapons? The offset is cost. You want more power, bigger shield generators, etc? You want to carry lots of missiles to minimise energy drain from having high powered weapons - if they added mass (can do the volume) this again offers more flexibility.
The trade offs between adding equipment and making your ship more powerful but slower and with worse handling vs having a lighter craft which has lower everything but can run circles around you. Offers balance between ships classes.
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Should have just left it on TLR…
Okay, rather than adding linear_drag to individual objects, I’ll just add it to the root, for all objects. Then I could modify the linear drag calculation to run through all equipment, not just the first engine (and shield). Likewise, when it gets the mass of the ship, I’ll add in the mass of all the equipment & cargo. Since mass is already part of every object, and its default is 100, I was thinking I might treat 100 as 0, in case changing the default might have consequences elsewhere.
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adoxa wrote:
Should have just left it on TLR…Okay, rather than adding linear_drag to individual objects, I’ll just add it to the root, for all objects. Then I could modify the linear drag calculation to run through all equipment, not just the first engine (and shield). Likewise, when it gets the mass of the ship, I’ll add in the mass of all the equipment & cargo. Since mass is already part of every object, and its default is 100, I was thinking I might treat 100 as 0, in case changing the default might have consequences elsewhere.
Sorry - think it’s a case of something different appears, and everyone has their own take / view on what could/should/would be great for their personal taste
In the end, I’m not really making any mods, so my POV is irrelevant
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I also think it a shame to satisfy everyone’s whims, adoxa, when it may not be used by many.
I know you are being kind and are genuinely interested in solving some of these requests - but for a real challenge and satisfying many more modders, how about our Sur generator or exporter plugin for MilkShape?
Or better still a set of importers and exporters for 3DS Max?!
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I have problems to get shielddrag to work.
I added shielddrag.dll to dacom.ini & dacomsrv.ini, added a linear_drag = <drag>value to [ShieldGenerator] section.
Also common.dll should be 1.1 cause other dll´s require them too.
Reshacker shows :
FILEVERSION 1,0,1254,11
PRODUCTVERSION 1,0,1254,11As you can see from the code below, impulse speed should be 72000/599 = 120, with shield mounted it should be 72000/(599+160) = 95
Any help or suggestions appreciated.
dacom.ini [Libraries] ... ShieldDrag.dll ...
dacomsrv.ini [Libraries] ... ShieldDrag.dll ...
shiparch.ini (too see how i did the shields) ... [Ship] ids_name = 466656 ids_info = 459669 ids_info1 = 459671 ids_info2 = 66608 ids_info3 = 459670 ship_class = 1 hp_mount_group = default_and_heavy dock_group = heavy nickname = unicornz msg_id_prefix = gcs_refer_shiparch_pirf mission_property = can_use_berths LODranges = 0, 5000 type = FIGHTER DA_archetype = Ships\unicornz\unicornz.cmp material_library = Ships\unicornz\unicornz.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic fuse = intermed_damage_smallship01, 0.000000, 550 fuse = intermed_damage_smallship02, 0.000000, 275 fuse = intermed_damage_smallship03, 0.000000, 183 max_bank_angle = 75 camera_offset = 12, 44 camera_angular_acceleration = 0.060000 camera_horizontal_turn_angle = 20 camera_vertical_turn_up_angle = 10 camera_vertical_turn_down_angle = 20 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 60 shield_battery_limit = 60 hold_size = 40 hit_pts = 81000 cockpit = ships\unicornz\unicornz.ini ;pilot_mesh = generic_pilot mass = 150.000000 linear_drag = 1 explosion_arch = explosion_li_fighter surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 16700, 16700, 16700 angular_drag = 10000, 10000, 10000 rotation_inertia = 1000, 1000, 1000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 num_exhaust_nozzles = 2 HP_tractor_source = HpTractor_Source shield_link = l_elite_shield01, HpMount, HpShield01, HpEngine01, HpLic, Hppu, Hppc, Hpxx, HpCloak01 hp_type = hp_freighter_shield_special_1, HpLic hp_type = hp_freighter_shield_special_3, Hppu hp_type = hp_freighter_shield_special_4, Hppc hp_type = hp_freighter_shield_special_5, Hpxx hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10 hp_type = hp_elite_shield_special_10, HpShield01 hp_type = hp_elite_shield_special_9, HpShield01 hp_type = hp_elite_shield_special_8, HpShield01 hp_type = hp_elite_shield_special_7, HpShield01 hp_type = hp_elite_shield_special_6, HpShield01 hp_type = hp_elite_shield_special_5, HpShield01 hp_type = hp_elite_shield_special_4, HpShield01 hp_type = hp_elite_shield_special_3, HpShield01 hp_type = hp_elite_shield_special_2, HpShield01 hp_type = hp_elite_shield_special_1, HpShield01 ;hp_type = hp_fighter_shield_special_1, HpCloak01 hp_type = hp_thruster, HpThruster01, HpThruster02 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02 hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02 ...
engine_equip.ini ... [Engine] nickname = Razor_engine ids_name = 459021 ids_info = 1 mass = 10 max_force = 72000 linear_drag = 599 power_usage = 0 reverse_fraction = 0.200000 flame_effect = gf_co_smallengine01_fire trail_effect = gf_co_smallengine01_trail trail_effect_player = gf_co_smallengine01_playtrail cruise_charge_time = 5 cruise_power_usage = 20 character_start_sound = engine_pi_fighter_start character_loop_sound = engine_pi_fighter_loop character_pitch_range = -50, 25 rumble_sound = rumble_pi_fighter rumble_atten_range = -5, 0 rumble_pitch_range = -25, 25 engine_kill_sound = engine_pi_fighter_kill cruise_start_sound = engine_bw_cruise_start cruise_loop_sound = engine_bw_cruise_loop cruise_stop_sound = engine_bw_cruise_stop cruise_disrupt_sound = cruise_disrupt cruise_backfire_sound = cruise_backfire indestructible = false outside_cone_attenuation = -3 inside_sound_cone = 60 outside_sound_cone = 400 max_cruise_speed = 900 ...
st_equip.ini ... [ShieldGenerator] nickname = Sappara_hf ids_name = 460233 ids_info = 459470 DA_archetype = equipment\models\st\li_refractor_shield.3db material_library = equipment\models\li_equip.mat HP_child = HpConnect hit_pts = 92000 explosion_resistance = 0.800000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 20 regeneration_rate = 1270 max_capacity = 248538.829688 toughness = 111 hp_type = hp_elite_shield_special_10 offline_rebuild_time = 5 offline_threshold = 0.150000 constant_power_draw = 8 rebuild_power_draw = 8 shield_type = S_impervious shield_collapse_sound = shield_offline shield_rebuilt_sound = shield_rebuilt shield_hit_effects = 0, gf_pi_shield01 shield_hit_effects = 100, gf_pi_shield02 shield_hit_effects = 500, gf_pi_shield03 separation_explosion = sever_debris LODranges = 0, 20 lootable = true linear_drag = 160 ... ```</drag>
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adoxa wrote:
Only the first shield applies, which I guess doesn’t have linear drag. You’ll have to wait for the enhanced version, which will work with all external equipment.Thx for quick reply Adoxa. If i have to wait, fine, nps.
Just thought above configuration shows that it´s the 1st shield and that it´s mounted on HpShield01. What am i missing here ?
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adoxa wrote:
hp_type = hp_freighter_shield_special_1, HpLic hp_type = hp_freighter_shield_special_3, Hppu hp_type = hp_freighter_shield_special_4, Hppc hp_type = hp_freighter_shield_special_5, Hpxx ```These are also [ShieldGenerators], no?
Correct, these are additional tweaked ShieldGenerators to mount License, shieldcap(additional max_capacity), power_cell(negative rebuild_power_draw), power_generator(negative constant_power_draw)
The Ships Shield is mounted on HpShield01 and linked via :
shield_link = l_elite_shield01, HpMount, HpShield01, HpEngine01, HpLic, Hppu, Hppc, Hpxx, HpCloak01So for me it´s the first shield, isnt it ???
EDIT: tested a bit more, placed a drag on all addtional ShieldGen´s. Turned out that it works on the HpLic one. Looks like there some internal resorting about what´s the first shield, not in which order it´s defined on the shield link and not on which Hardpoint it is.
Guess i just wait till you finish the version for all Equip.
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Highest value of ‘toughness’ maybe?
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I’m bumping this because I’m curious if you ever were able to get the expanded version of this done. Having this plugin only work correctly with one shield is very limiting for what I need it for.
Edit:
After some more thorough testing, this plugin works even with an arbitrary amount of shields mounted to the ship. However, as stated before in this thread, the effects do not stack if you have multiple ships with different linear_drag values. For my purposes this works well enough, but it would be nice if they stacked.
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Equip Drag has replaced Shield Drag, working with all external equipment, plus armor (which is typed as internal). Ended up leaving the original engine code, so that will still only work with the first. Note that inactive shields have no drag and there’s no difference in cruise (engines add CRUISE_DRAG in [EngineEquipConsts] during cruise).
Equip Mass adds the mass of equipment and cargo to the ship’s mass. (Did it as a separate plugin, since all equipment has mass specified, meaning behavior changes too much by default.)
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Thx Adoxa. Waited for this Great great work.
note: If you apply a negative value for linear_drag of a mounted
equip you´ll get the expected higher topspeed and manuver advantages.
But if you do engine-kill, the ship accel up to the maximum speed
of the game (defined by ANOM_LIMITS_MAX_VELOCITY in constants.ini)
Think the best way is to use the lineardrag Plugin for “downside” effects on armor upgrades or equal…
But… These are just my two cents.Anyways: Greetings and thank you for this one…
(Another masterpiece of the FL-Wizzard Adoxa)