(DEVs) SpeedBar Green, Yellow, Red equals wot percent?

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: another_commander, winston

Post Reply
User avatar
JeffBTX
---- E L I T E ----
---- E L I T E ----
Posts: 366
Joined: Sun Dec 27, 2009 2:23 pm
Location: Abilene Texas

(DEVs) SpeedBar Green, Yellow, Red equals wot percent?

Post by JeffBTX »

I'm working on something....

As the player throttles up, the HUD Speed Bar goes from (nothing) to "Green Zone" (slow speed) to Yellow to Red (faster -> to -> player.ship.maxSpeed).

Can someone tell me what percentages (of throttle) of player.ship.maxSpeed equate to those 3 "zones"?

And are the percentages CONSISTANT between different types of player ships? (I imagine they would be... different ships have different thrusts / max speeds, but the ZONES should be consistant in terms of percentages, right? UNLESS those "zones" are measured against, say, "safe docking speed" as a constant? IF SO... is there a WAY to equate the Green / Yellow / Red zones, regardless of ship, to a *something* that a script can grab?

- Thanks
Sword, thy name is Cobra. And Cobra has fangs!
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

The thresholds are 25 % and 80 %.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2412
Joined: Mon May 31, 2010 11:11 pm

Post by Switeck »

Is setSpeedToCruiseSpeed = 70, 75, or 80% max speed?
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Usually 80 %, but it can be lowered when accepting slow escorts. Translated to JavaScript:

Code: Select all

if ((escort.maxSpeed < cruiseSpeed) && (escort.maxSpeed > cruiseSpeed * 0.3))
{
    cruiseSpeed = escort.maxSpeed * 0.99;
}
I’ll add a Ship.cruiseSpeed property for this.
Last edited by JensAyton on Tue Dec 21, 2010 7:18 pm, edited 2 times in total.
User avatar
JeffBTX
---- E L I T E ----
---- E L I T E ----
Posts: 366
Joined: Sun Dec 27, 2009 2:23 pm
Location: Abilene Texas

Post by JeffBTX »

Thank you, Ahruman!
:)
Sword, thy name is Cobra. And Cobra has fangs!
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2412
Joined: Mon May 31, 2010 11:11 pm

Post by Switeck »

Smart of it to use 99% of a slow-speed escort's max speed, though if the escort ever falls behind it'll probably never catch up.
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

It’s not really for catching up, but for holding formation. If it was 100 %, minor course differences would cause the formation to drift apart.

If an escort falls behind because it’s fighting someone, then it worked.
User avatar
JeffBTX
---- E L I T E ----
---- E L I T E ----
Posts: 366
Joined: Sun Dec 27, 2009 2:23 pm
Location: Abilene Texas

Post by JeffBTX »

My next project involves script controlled engine sounds (when I'm not working on these other projects).

I have a great custom afterburner1.ogg (customsounds.plist), and I have prepared sounds for Torus Drive and Engine Idling (Idling < 1% MaxSpeed). Those sounds are somewhat-unique. Now I need to create EngineLow, EngineMedium, and EngineHigh... and make them sound "related". (also did good Cloak On/Off/Fail, custom warning.ogg, incoming missile, and custom station launch and dock sounds).

I have pretty cool custom sounds for the interstellar and intergalactic hyperspace jumps ("countdowns") (both same sound) and exit from witchspace. The hyperspace jump sound is 17 seconds long, so it "blends into" exit from witchspace (extensive experimentation). It is NOT a countdown, but a long sound effect for "opening a wormhole". It was created from mixing 2 other effects with a segment of a sanskrit meditative chant... Very spooky. Hard to describe. Sciencefictionee, with a hint of mystery.

EDIT: Check these out (the ZIP just contains OOGs). Feel free to comment.
http://www.box.net/shared/9s6ra2qbv3
Sword, thy name is Cobra. And Cobra has fangs!
User avatar
Cholmondely
Archivist
Archivist
Posts: 4988
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re:

Post by Cholmondely »

JeffBTX wrote: Tue Dec 21, 2010 9:30 pm
My next project involves script controlled engine sounds (when I'm not working on these other projects).

I have a great custom afterburner1.ogg (customsounds.plist), and I have prepared sounds for Torus Drive and Engine Idling (Idling < 1% MaxSpeed). Those sounds are somewhat-unique. Now I need to create EngineLow, EngineMedium, and EngineHigh... and make them sound "related". (also did good Cloak On/Off/Fail, custom warning.ogg, incoming missile, and custom station launch and dock sounds).

I have pretty cool custom sounds for the interstellar and intergalactic hyperspace jumps ("countdowns") (both same sound) and exit from witchspace. The hyperspace jump sound is 17 seconds long, so it "blends into" exit from witchspace (extensive experimentation). It is NOT a countdown, but a long sound effect for "opening a wormhole". It was created from mixing 2 other effects with a segment of a sanskrit meditative chant... Very spooky. Hard to describe. Sciencefictionee, with a hint of mystery.

EDIT: Check these out (the ZIP just contains OOGs). Feel free to comment.
http://app.box.net/shared/9s6ra2qbv3
Did anything ever happen with these sounds?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Post Reply