• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 254 255 256 257 258 … 546 Next »
Thrusters

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): « Previous 1 2
Thrusters
Offline RmJ
05-20-2011, 03:50 AM, (This post was last modified: 05-20-2011, 03:51 AM by RmJ.)
#11
Member
Posts: 2,092
Threads: 161
Joined: Mar 2008

Yeah but not a real instance in a arcade based engine known as freelancer. There is nothing that could suggest a SCRAM type of a propulsion system would work with real time physics. I was merely suggesting that time be a factor of speed verses a flat rate decided by a 99% - 1% scale. Meaning that instead of having a constant speed for any ship - power plant - thruster it is all based on the combination of your ship - power plant - thurster type that will allow you longer burn times that can grant you more speed.




And different directions of force with independent thrusters feeding from one power source.....

[Image: CrlBx.gif]
Reply  
Offline n00bl3t
05-20-2011, 03:55 AM,
#12
Member
Posts: 7,448
Threads: 108
Joined: Mar 2008

' Wrote:Problem is, even with different names and multiple hardpoints - getting the game engine to recognise them as different, and simply firing them all at once when you press the tab key...

Same way Cannon has put in the commands on the first page of the news sub-forum?

[Image: hG0lGaj.png]
Anything I say is not intended as offensive, and to try and deliberately misinterpret it as such would be an attempt at trolling via misrepresentation.

It's not a conspiracy, it's localised bias. They're not intelligent enough to form a conspiracy.
Reply  
Offline Friday
05-20-2011, 07:51 AM,
#13
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

Yes, there are indeed new commands. The problem I raised was getting the game engine to distinguish one thruster from another.

[Image: GMG_banner.png]

  Reply  
Offline Cosmos
05-20-2011, 11:38 AM,
#14
Member
Posts: 1,208
Threads: 60
Joined: Apr 2008

when you used to strafe left/right/up/down in smaller snubcraft the thruster % would go down whilst the thruster never moved.

So i'm not sure.

[Image: .png]
[22:50:33] ☆ҳ̸̲Ҳ̸ҳEternal†Nightmareҳ̸̲Ҳ̸ҳ☆(illi): i cyber with leather torps (smoking)
  Reply  
Offline SevereTrinity
05-20-2011, 01:42 PM,
#15
Member
Posts: 1,151
Threads: 28
Joined: Apr 2008

' Wrote:Same way Cannon has put in the commands on the first page of the news sub-forum?

These commands are bound to a key. This key then responds by sending a message marked /cloak* or so to yourself in a PM. The FLHook of the server then picks this up and does the responding command. Nothing clientside is done, and if you turn off the 'playercntl' plugin for FLHook pressing these keys no longer has any effect and as such you can see the text. You can try it with the current FLHook when you dock ~ the message shows up as a PM from yourself named "/dock*"
Reply  
Pages (2): « Previous 1 2


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode