Re: Effects showroom!
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Gisteron wrote:
yea the axises in the hardcmp on the rotation are entirely wrongly written in the program layout. the first one is z and not x, the second is x and not y and the last is y but not z (while we agree that y is, like in physics, the up-down axis and z is the back-front one).is anyone interested on a hardpointeditor.exe of the version 1.0.0.18 where this is fixed? just did it a few mins ago. hope SHSAN wouldn’t mind…
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Yes please, but why did you modify 1.0.0.18?
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because the .23 version doesn’t work for me. has to do with my graphics hardware, i am stick to .18. anyway, if there is need for it and if the axises in .23 are the same as in .18, i can download it and check whether i can edit its loadout like that, too. here is the .18 anyway.
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Thank you.
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robocop wrote:
So, what do you do there? Forward motion is done by the engines, reverse motion by the thrusters? In other words, no forward motion assist by thrusters?…
That’s so simple yet so ingenious…Or not so simple after all…
No matter which way I edit the axiseseses… on the Hp, the thrusters always thrust forward with the exhaust effect pointing backward, just like normal. Thrust is also forward regardless of whether the ship is in motion or not.Also, forward momentum with thrust only is at 1 with a normal thruster.
I placed the Hps on the forward face of the two wings in the bow of the dreadnought. When I hit thrust, I can see the flame effect pushing the ship forward at speed = 1.
1). Am I missing something critical here?
2). Did you have to boost the thrust force of the thruster? I boosted mine from 72000 to 720000 but not seeing any change.Help?
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As you noticed, the orientation of a thruster has nothing to do with the direction in which the thrust is actually applied. To create my reverse thruster, all I did was apply a negative value to the thrust parameter of the reverse thruster. Doing so causes some minor issues which adoxa pointed out how to fix, but functionally it works as intended.
There was however some bug mentioned earlier related to engine kill. I never tested it myself but it is worth looking into if you plan on seriously implementing this.
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OK, so instead of max_force = 72000, max_force should equal -72000?
How much force do I need to move the ship?
The stock thrusters are moving my dread at only 1 m/s.
Top engine speed of my dread is 29. Let’s say I want reverse thrust to be about -5 to -10. Is there a relation to the ships mass involved? -
Yes, thrust should be negative.
How much thrust you need to move your ship is related to how much total linear drag the ship has. The total linear drag is addition of the ships own linear drag and the linear drag of the engine that the ship uses. To determine a maximum speed added by a thruster, use this formula:
SpeedThrusterProvides = Thrust/TotalLinearDrag
At least I’m pretty sure that was the formula.
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kk, so, the linear drag of the ship is 1 with a mass of 100,000
the linear drag of the engine is 100,000So, thrust boost = -10 would be
-10 = x/100,001? with x being the max_force?-10 = x/100001
-10*100001 = x = -1000010That look right?
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I don’t know, try it. I’m a bit rusty with my Freelancer math. Plug in the values and see what happens. Mass has nothing to do with top speed either. It affects how long it takes to reach max speed, and a higher value adds a general slippiness, but it has no effect on top speed.
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Well, my ship now does do reverse thrust, but at speed -19. I’ll need to tweak the values a bit I guess.
Perhaps the formula should be
for:
max_force = x
desired_thrust_speed = dts
linear_drag_ship = lds
linear_grag_engine = ldex= dts*((lds+lde)/2)
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Yes, you’re correct. I had forgotten I had put two thrusters on the ship, effectively doubling the thrust speed. Sorry if I confused anyone.
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Umm… I’m not sure why you are using thrusters in reverse, robo?
Every engine is capable of reverse thrust without thrusters. You can set it for each engine in engine_equip.ini
e.g. reverse_fraction = 0.3 means the engine can make the ship go 30% of its forward speed in reverse.
No? :-?
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Well yeah… But now we can make it something someone has to buy!!! (trying to fleece my players out of every credit I can)
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Ah, right! Great idea!
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The live sun
ALE for sun Is based on giant anomalyGiant Anomaly’s
step1
step 2
step 3
editing file Li01.ini
and paste[Object]
nickname = Bw01_baxter_hazard_1
pos = 0, 0, 0
archetype = baxter_hazard
visit = 128[zone]
nickname = Zone_Bw01_Baxter_hazard
pos = -8, 0, 1
shape = SPHERE
size = 300
damage = 200
visit = 128
sort = 99.500000Please help
Unfortunately range effect of 7 km ,
It is necessary to fly up closely to the sun center
I don’t know as to increase visibility distance of ALE effects
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basically, in the ale itself there is a LOD curve that affects the maximal view distance.
however, constants are set in the .\data\fx\effect_types.ini with the pbubble parameter. as there are already high-range effect types, you can just change your effect type in the effects.ini file. for instance EFT_EQUIP_ATTACHED_INSANELY_LARGE has a pbubble large enough for most star systems in FL (there is nothing stopping you from increasing it however).