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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Make caps and transports invulerable to NPC ramming

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Make caps and transports invulerable to NPC ramming
Offline Epo
06-08-2015, 04:23 PM,
#1
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Posts: 1,706
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Joined: Jul 2014

As the title says, please do it. It's very annoying when your ship is behaving like mad ball, which loves to "yayyy weeee wohooo". Those NPCs who hits you and your ship immadiately turns like ninja. I hope you guys will be for and it will become reality Smile Those NPCs for cap/transport pilot are like "No, no, no! It's coming! Why! Please, no!" What do you think about it?

Cheers,
Cat~
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Offline Miaou
06-08-2015, 04:25 PM,
#2
Cat Pilot
Posts: 1,642
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Joined: Mar 2009

While people have been asking for an anti-ramming plugin for a while, it's extremely hard to do. The only Mod I've seen it put in use was Freeworlds: ToW. Unless one of the FLHook devs wants to go through the painstaking process of coding it for us, then it'll stay a dream.
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Offline jammi
06-08-2015, 04:26 PM,
#3
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Unfortunately, it seems to be impossible. It's been tried in the past, and believe me, it's not an intended mechanic. NPCs don't suffer collision damage or physics in the same way as players, you see. A better term would be that they're "fixed on rails", meaning they carry on going as an unstoppable force.

Freelancer was only ever designed for fighters and freighters so that wasn't such a bad thing initially; it's only when mods have introduced progressively larger ships that it became an issue.

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Offline Epo
06-08-2015, 04:30 PM, (This post was last modified: 06-08-2015, 04:31 PM by Epo.)
#4
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(06-08-2015, 04:25 PM)Miaou Wrote: While people have been asking for an anti-ramming plugin for a while, it's extremely hard to do. The only Mod I've seen it put in use was Freeworlds: ToW. Unless one of the FLHook devs wants to go through the painstaking process of coding it for us, then it'll stay a dream.

(06-08-2015, 04:26 PM)jammi Wrote: Unfortunately, it seems to be impossible. It's been tried in the past, and believe me, it's not an intended mechanic. NPCs don't suffer collision damage or physics in the same way as players, you see. A better term would be that they're "fixed on rails", meaning they carry on going as an unstoppable force.

Freelancer was only ever designed for fighters and freighters so that wasn't such a bad thing initially; it's only when mods have introduced progressively larger ships that it became an issue.

Not only Freeworlds. FLU has it too. Caps are sometimes behaving weird but aren't mad balls <-- Mainly due to lack of shield
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Offline TheShooter36
06-08-2015, 06:14 PM, (This post was last modified: 06-08-2015, 06:15 PM by TheShooter36.)
#5
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Posts: 1,970
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its simple actually
only increase ships mass to incredible sizes and it wont flip like hell(ofc tweak inertia, rotation, strafe forces too or ship will drifting to hell) You will still take damage but at least you wont flip like hell

Edit: everything involves modify turning speed and mass is hell

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Offline jammi
06-08-2015, 06:17 PM,
#6
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Mass tweaks are already in place - that effects players ramming you, but not NPCs. Like I said, they work in a slightly different manner to other players.

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Offline Coin
06-09-2015, 07:28 AM,
#7
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drop the mass of the npcs?

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Offline Sciamach
06-09-2015, 07:55 AM, (This post was last modified: 06-09-2015, 07:55 AM by Sciamach.)
#8
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(06-09-2015, 07:28 AM)Coin Wrote: drop the mass of the npcs?

(06-08-2015, 06:17 PM)jammi Wrote: Like I said, they work in a slightly different manner to other players.

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