Shield drag
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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) -
Every patch is open to abuse.
One reason that I am against hacks made just for a few people.
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TY 4 one more great hack
and a
Happy New Year.
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Fun plugins - thx! This will force players not to use nanos and batteries and big guns around ship in True PvP
How about backward plugin - if player have certain item at his ship then drag_force = -10% for example. I think it is way to do some popular RPG elements for Freelancer x)
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Ah, necro-sorry. Equip Mass works fine with negative values
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Tests have confirmed this is true… and alot of fun too
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About equipmass - we have noticed with Jeider at his SP Mod when ship switches system - by gates, holes or just by console - whole ship mass with equip grows each time it jumps.
For example, whole ship mass is 1200.
Lets jump to California - mass is 2400.
Now jump to Magellan - mass is 4800.
So, someone tried EquipMass at SP - do you have same results?
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Thanks Adoxa - it works