I hate to rain on Tink's parade, but I've played on a server that let you dock with carrier type ships. These ships made the server unstable and prone to crashing if used incorrectly.
I have no idea if he's doing it the same way, but it's something to keep in mind.
Be kinder than necessary, because everyone you meet is fighting some kind of battle.
J.M. Barrie
Essentially, he's making a hole in the hitbox of the ship, that smaller craft can fly into, and the docking bays open when the carrier itself releases an item, much like in vanilla.
The idea is pure genius actually. Kudos, Tink.
As for the ship being too much, naturally, how about it'll only be sold in the main home system of the house? As in, used mostly for defense and such and such? Naturally, because it'll only be able to dock on planets, and not jump gates. Just an idea.
Essentially, he's making a hole in the hitbox of the ship, that smaller craft can fly into, and the docking bays open when the carrier itself releases an item, much like in vanilla.
The idea is pure genius actually. Kudos, Tink.
As for the ship being too much, naturally, how about it'll only be sold in the main home system of the house? As in, used mostly for defense and such and such? Naturally, because it'll only be able to dock on planets, and not jump gates. Just an idea.
Thanks--I'm sure it will be a special rp ship and pretty much treated like a battleship (if it even gets in the game). No Flhook stuff--just a hole in the hitbox like you said. I know its possible but by making the core hull a simple shape it will hopefully simplify hit boxing it.
At present my model uses the cargo bay doors and frame from the CSV--just blown up larger. The same code that opens CSV doors when you drop cargo should work here. If its not effective, an open hatch can simply be left in place. As I estimate it, the doors should stay open long enough for a nimble pilot to scoot through. It gives the "feel" of real carrier ops--idling "on deck" (inside), "launching" (getting through the hatch doors), "turning into the wind" (getting straight line so fighters can easily exit). In movement to and from locations fighters can fly outside (like a CAP) for ease. in combat they can duck in and out.
My model will be simple to start with removable pieces so perhaps a person who wants to build a custom hull on the outside can easily do it using my model as a size marker and interior. I'll post it up when I can finish it.
As I recall, the Luxury Liner has a cargo bay large enough for you to fit a fighter inside of it when the bay doors open, and it can stay snug once inside. However, tests in 4.84 showed that the fighter would either fall out of the ship when it moved, or bounce around hideously and end up on the outside of the ship. With the newer bounce fixes, this might be solvable, especially if there is some sort of stable, thick docking wall for the fighters to stay inside of. Something so the collision detection can be sure which side you're supposed to be on, not just your average door.
Good luck, and let us know if we can help in any way- you've gathered a lot of interest for something that could be really fantastic, and it would be a shame to let this fall off the radar.
' Wrote:As I recall, the Luxury Liner has a cargo bay large enough for you to fit a fighter inside of it when the bay doors open, and it can stay snug once inside. However, tests in 4.84 showed that the fighter would either fall out of the ship when it moved, or bounce around hideously and end up on the outside of the ship. With the newer bounce fixes, this might be solvable, especially if there is some sort of stable, thick docking wall for the fighters to stay inside of. Something so the collision detection can be sure which side you're supposed to be on, not just your average door.
Good luck, and let us know if we can help in any way- you've gathered a lot of interest for something that could be really fantastic, and it would be a shame to let this fall off the radar.
I used to play cat in mouse inside the Hispania all the time and I have flown the barge. The slow speed and maneuver of the barge is what makes it practical. Players would have to "fly" or they might bounce out but it may even be possible for them to remain unpiloted with the barge's slow speed and thrust when not in cruise.
Carrier pilots are prided on their ability to coordinate their aircraft movements with their ship's movements--same principle here. No doubt if a fighter tries to crash his way though the hull repeatedly he might be able to but that isn't what most would do intentionally.
Soon as I get a chance to pretty it up some, I'll post a crude model for the idea. I have some finished now. I'll ask for help then.
' Wrote:Tinker, your concept reminds me of a "Heighliner" From Frank Herbert's Dune....
On the movable bay doors--I assume they are scripted so I wondered where it is scripted (for example the Armored transport, CSV--most vanilla) have doors that open. Where is this script found--is it part of the ship file?
As to the doors themselves--do they have their own separate hitbox or no hitbox?
I am wanting to know if the doors of an already existed ship can be "transplanted", rescaled and opened by simply pasting the "open doors" part of the ship file or does something more have to be done and will they need a "door hitbox" to work?
Also, in the door script, do they only open downwards or can they open in any direction?
Knowledgeable Comments appreciated.
At this point carried fighters can "fly" inside the ship or "engine kill" and take their bouncy chances. I will make small bays for engine killed ships to sit somewhat securely in.