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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Does Discovery Mod need remade MkII versions of vanilla VHFs?

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Poll: Does Discovery Mod need remade MkII versions of vanilla VHFs?
You do not have permission to vote in this poll.
Yes
72.73%
64 72.73%
No
27.27%
24 27.27%
Total 88 vote(s) 100%
* You voted for this item. [Show Results]

Pages (7): « Previous 1 2 3 4 5 … 7 Next »
Does Discovery Mod need remade MkII versions of vanilla VHFs?
Offline onca
02-23-2008, 03:19 PM,
#11
Member
Posts: 1,370
Threads: 70
Joined: Jun 2006

/signed

' Wrote:its about time it had an upgrade, so my say the Outcasts also need the sabre upgraded as well,
/and signed

However I'd rather see Doom's idea tried first, i.e. remove the troublesome wireframes to eliminate lost equipment. Rather than creating new uber MkII's.
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Offline Epholl
02-23-2008, 03:21 PM, (This post was last modified: 02-23-2008, 03:22 PM by Epholl.)
#12
Member
Posts: 640
Threads: 9
Joined: Aug 2007

If ships with destructible parts would go, I mean changed to non-vanilla style, damage from mines and stuff could be probably rised to work against non-vanilla ships and capships, not like now: They use Eagles, so lest mine-spam them... All ships would have the same chance against them.

[Image: ephollsigs.png]
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Offline [RoS]silent_assasin82
02-23-2008, 03:35 PM,
#13
Member
Posts: 72
Threads: 1
Joined: Oct 2007

I vote yes also because the insta kill situation is unfair. We have clans on this server that use totaly un-vinilla ships and with the correct weps setup even the poorest of pilots can take an Ace with little or no trouble. I dont use a sabre for this reason due to the fact i have a very offencive fighting style. A ship that explodes with 1 hit is no use to me

[Image: silent_assassin_signature.png]
[Image: rosuserbarzo0.png]
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Offline RingoW
02-23-2008, 03:41 PM,
#14
Member
Posts: 1,399
Threads: 65
Joined: Aug 2007

As far as i think to know, all vanilla ships are using more than one model. The Titan for example. Only the centerpart is one model, while the wings and fins have two models. The normal undamaged ones and the damaged/broken ones. Each of the normal ones have their own little hitbox plus the general hitbox of the whole model. Now, in fights, mathematics are coming to work. As soon as the little wing hitbox gots more damage as it has hitpoints, the undamaged wing will be replaced with the damaged one.
Now the insta kill issue. I think with heavy weapons like torpedos, nukes and some missiles with their huge explosion radius, all hitboxes are reporting the damage. So in case of a nuke, the general hitbox reports 10K damage, one wing reports 10K damage and fins and the other wing are reporting maybe 5K damage. All in all 35K damage. Voila, Titan with MkVIII armor upgrade insta killed.

The easiest way would be to delete the fat marked part of the titan values in the configuration file:

nickname = dsy_co_elite2
LODranges = 0, 150, 400, 2800
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = Ships\pirate\pi_vheavy_fighter\pi_vheavy_fighter.cmp
material_library = ships\kusari\ku_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\pi_elite2.ini
fuse = intermed_damage_smallship01, 0.000000, 3150
fuse = intermed_damage_smallship02, 0.000000, 1575
fuse = intermed_damage_smallship03, 0.000000, 1050
fuse = drop_cargo_fuse, 0.000000, 1
max_bank_angle = 30
camera_offset = 11, 33
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 73
shield_battery_limit = 73
hit_pts = 13500
pilot_mesh = generic_pilot
mass = 150.000000
linear_drag = 1.000000
hold_size = 71
explosion_arch = explosion_co_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 46000.000000, 46000.000000, 180000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_pi_vheavy_fighter
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
shield_link = co_elite2_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
[CollisionGroup]
obj = wing_port_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpWing_port
dmg_obj = corsair_dmg_port_heavywing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 7000
root_health_proxy = true
[CollisionGroup]
obj = wing_starboard_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpWing_starboard
dmg_obj = corsair_dmg_star_heavywing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 7000
root_health_proxy = true
[CollisionGroup]
obj = fin_top_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpFin_top
dmg_obj = corsair_top_fin_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Top_Fin
hit_pts = 10000
root_health_proxy = true
[CollisionGroup]
obj = fin_bottom_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DPFin_bottom
dmg_obj = corsair_btm_fin_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Fin
hit_pts = 6000
root_health_proxy = true


The other way would be to sit down and create the same destructible parts for all custom models with all the little hitboxes for them

Respectful
AoM
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Offline e3jeremey
02-23-2008, 03:59 PM,
#15
Member
Posts: 120
Threads: 8
Joined: Feb 2008

/signed 100%

[Image: XA-TobaisVaughn.png]
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Offline Xing
02-23-2008, 04:08 PM,
#16
Member
Posts: 5,274
Threads: 147
Joined: Oct 2007

if we want modification, I suggest doing them directly over the vanilla ship, without creating an extra VHF.
Why: just like the big mistake I think was done to light fighter, we'd end up with a majority of light fighter never to be used (vanilla ones), while people will use the advanced lights (which looks in every exterior appearance the exact same thing as the normal lights)

[Image: audrey03a.png]
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Offline Jwnantze
02-23-2008, 04:12 PM,
#17
Member
Posts: 770
Threads: 14
Joined: Jul 2007

Whatever you do, keep the vanilla ones. Regardless of whatever else comes along, Ill still use the sabre mk1. But I agree, those of you corsairs that didnt practice agianst a mad sunslayer spammer are indeed at a disadvatage.

There is nothing worth living for, unless it is worth dying for. -Elizabeth Elliott

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Offline El Nino
02-23-2008, 04:47 PM,
#18
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

' Wrote:My suggestion was to keep the current ones, AND adding new MkII versions and then of course balance all their statistics.

I can imagine that the hull of Titan MkII would have to be lowered when compared to vanilla Titan etc...

Perhaps we could name new ones MkI and old ones MkII as old ones will have better stats...

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Offline Spear
02-23-2008, 04:53 PM,
#19
Member
Posts: 876
Threads: 6
Joined: Sep 2007

I voted yes, ok the Eagle etc are very strong ships. But it's true it's not exactly fair that they are so vunerable compared to the new VHF's to nukes and torps.

[Image: 545pxroyalcoatofarmsofs.th.png]

=LSF=
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Offline Vape
02-23-2008, 04:53 PM,
#20
Member
Posts: 1,543
Threads: 172
Joined: Oct 2007

/signed
I personally would like to see a difference in the stats of the guardian and avenger (avenger should have slightly more armor, and maybe a sixth gun slot) as the guardian is pretty much a mass production model of the avenger

[Image: sig2-1-1.png]
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