Must admit, it is pretty annoying when your in a battleship and a small NPC fighter hits you and sends your ship spinning while using turret mode to shoot them. It shouldn't really budge it, not a small medium fighter.
' Wrote:We've tried to work around this with rather large docking spheres. But in order to use those, a player has to manually (yes, no afk trading) approach to 150M of the docking point before hitting F3. Commonly known as "Quickdock". Increasing turning rates or lowering inertia for large ships affects how well they can evade enemy fire, and probably won't be done.
Known issue. If you ever find a way to fix this, do let us know. It's not that we don't want to fix this, but the Freelancer game engine is rather limited in making us able to. As for asteroids, capital ships aren't supposed to be in those at all - we could illustrate this by setting proper collision damage for ship versus roid.
Stick to missions below 500K if you are interested in only fighters. Below 2M if you want no cruisers. Above that, you're on your own. We offer more danger for greater rewards. The "Classical" missions only went to 1 million, as you may recall. Cruiser and battleship missions are meant to be done as a group, so the amount of fire sent your way is divided. If you solo those, expect to have a rough time. It's not impossible, just hard.
So someone runs off with some valuable loot? Blow them up as well *shrug*. That is not a mod error.
Which ships exhibit this behaviour? This would appear to be a bug.
That's the Freelancer client doing that. To my knowledge, it cannot be fixed. Although I've found strafing a little tends to give me enough clearance to target an enemy if there's rockets inbound.
Im no DEV but i have some advice
I know of a ghost docking ring mod i if you interested i will see if i can find it again
What id does you see the dock ring and gate but large ships can pass through them like they never existed
the gate and the ring suck the ship in from a set distance away from the ring or gate dont matter how big the sip or the orientation towards the ring or gate and pulls you straight inside the trade lane en route
that mean you will be able to dock a barge with a trade lane without it getting stuck once
the rocks i have played a mod where the astroids are loose and not anchored in theyre position
depending on the size of the astroid it has weitght resistance if you fly into it with starflyer you will get knocked hard if its a big astroid but do that with a cap ship and the cap ship pushes the astroid away
smaller astroids less weight fly off like it was shot out of a cannon
as far as i know nothing is anchored in space space if void except if its a planet or planet like astroid youl need something very big to knock it out of place
physics law momentum + mass = energy grater mass will move smaller mass out of place if energy to keep it n place is less
space is vacuum no friction or solid gravity to keep things in place battleship hit rock rock = move big ones move slow out of the way small ones faster
Ill go through my mods again since i have no more game time and see if i can find the one with the astroid fields that the astroids aint anchored solid down
might give some insight to the DEV team
might get the ghost docking ring mod to
its minute and small in size
PM me if Admin or dev are interested in these perks
' Wrote:Must admit, it is pretty annoying when your in a battleship and a small NPC fighter hits you and sends your ship spinning while using turret mode to shoot them. It shouldn't really budge it, not a small medium fighter.
The worst i saw was a starflier flip a barge i mean really a starflier hit my bison and go pop
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The blindfire marker is making huge problems, especially if you you use turret view and zoom out. As NPCs approach in a group and you try to fire on the one you selected, the mouse automatically targets any ship there is, spreading the shots all over and making it impossible to hit anything. In addition, mines and rockets always draw full attention from your haircross, so if a rocket is somewhere near or directly between you and enemy ships, all shots will be directed to the torpedo. Since the shots would not hit, this is a barrier, that holds off ALL shots until the rocket/torpedo reached you. If there is another one on its way, you can still not retaliate any fire from the enemy ships. They are virtually invincible.
This!
Has caused me a lot of frustration, anger, rage, curses, anger, oh bloody hell *censure sound. A very long one*! Until I blew up the missile with my flaks and the rest with my angry, nasty, big turrets. Also, when I select 1 NPC in a formation, my guns also fire on the others from time to time. I am damaging them all slowly, while all of them damage my ship rather quickly. If I kill 1 of them faster, less guns are shooting at me sooner, but my turrets just don't have a sentient mind.
Anyways, if we removed the crosshairs from the missiles, how would the BSs defend from bombers? Every time I want to repel a Nova, I would have to select it first (another problem - non-red targets are a pain to select, while there are many white, or even green targets, which can be enemies in RP), and then shoot. It would probably already hit me until I manage to do that. Just creates more of the frustration, while games are made to reduce it.
I don't agree with the rest of the suggestions, except the ramming issue. If capital ships would bounce and rotate so much after a collision with a light fighter, it would be logical for Earth to drift off 10,000 miles per every meteor shower!
Quote:flip a barge
Another suggestion: make a raging smiley. There 21 clickable smileys, and none of them is raging.
' Wrote:-Bigger NPC ships tend to run off very far from the standard mission waypoint, so if you fly around them, dodging and shooting or simply following one to take him down usually triggers the "return to the waypoint" message, forcing you to run straight through the middle of all opponents and die just because the whole battle moved 2-3k away. Even if you are not dieing, the targeted victim usually gets away, which can be a tactical disaster. You should raise this mission range to 5k+ or replace it with a time counter that ensures you kept hitting enemies the past 10 seconds.
' Wrote:Which ships exhibit this behaviour? This would appear to be a bug.
2)
I know that the standard game mechanics were not made for big ships and i like to have such a huge variety. Including bigger capital ships, the Discovery Modification should also support them to function properly. Nowadays, many big ships have major trouble passing asteroid fields, getting stuck to small asteroids that supposed to get knocked off by big nutshells. Small ships like gunboats and even bombers or fighters can also knock off battleships, while they are considered to take major damage, ramming such big masses.
......
This is an engine limitation that there's no (known) way to bypass without getting our grabbers on the source code.
Problem is, with Digital Anvil long gone, the code itself most likely went with them. No matter how much we bug Microsoft, I believe it's as simple as them not having it to give/sell.