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Re: Looking ahead

Posted: Sun Jun 19, 2011 10:42 am
by Zireael
Some more requests:
1. Make the collision damage smaller (a Mussurana just ran smack dab into me, result - Press Space)
2. Gamma and/or contrast setting
3. Will flares be possible?

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BTW I think we ought to make a sticky titled 'Feature requests for Oolite 2' and list them because even I myself am not sure if I haven't already asked for some of the things above...
I could start such a thread in a mo'...

Re: Looking ahead

Posted: Sun Jun 19, 2011 12:27 pm
by DaddyHoggy
3. Solar? Faked compound lens effect? IRCM?

Re: Looking ahead

Posted: Sun Jun 19, 2011 12:37 pm
by Killer Wolf
trousers?

Re: Looking ahead

Posted: Sun Jun 19, 2011 12:55 pm
by Zireael
'Flares' as in 'stuff that makes your viewscreen go temporarily lighter, i.e. makes things easier to spot'.

And what about making a list of features already requested?

Re: Looking ahead

Posted: Sun Jun 19, 2011 1:21 pm
by DaddyHoggy
Ah. In that case... don't know. I'm not sure Ahruman was considering additional light sources - which is effectively what you're asking for - a flare is effectively an omnidirectional spotlight - and I'm pretty sure that request has already been turned down.

(Perhaps it could be faked? A combination of something like the firework OXP coupled with temporary increasing the ambient light for the system?)

Re: Looking ahead

Posted: Sun Jun 19, 2011 2:29 pm
by Zireael
that request has already been turned down.
Yet another reason for a list of features requested... should I do it?

Re: Looking ahead

Posted: Sun Jun 19, 2011 4:50 pm
by JensAyton
DaddyHoggy wrote:
Ah. In that case... don't know. I'm not sure Ahruman was considering additional light sources - which is effectively what you're asking for - a flare is effectively an omnidirectional spotlight - and I'm pretty sure that request has already been turned down.
An omni light source is quite different from a spotlight, and could probably be integrated quite easily. But are we really taking about a portable light source that illuminates everything within 20 km brighter than the sun does? That seems a bit hard to motivate.

On the other hand, I think the new lighting model will make it somewhat easier to spot other ships automatically… except in interstellar space, since no sun = no bright specular highlights most of the time.

Re: Looking ahead

Posted: Sun Jun 19, 2011 6:36 pm
by Zireael
I made a list of features already requested - https://bb.oolite.space/viewtopic.php?f=2&t=10150. Quite a lot of them...

Re: Looking ahead

Posted: Sun Jun 19, 2011 7:05 pm
by Kaks
About recolouring the ship, it's already possible to do so via javascript! ( setMaterials() & setShaders() ) ... the butterflies from one of Thargoid's oxps used one of these commands to change wings colours on a ship by ship basis...

Re: Looking ahead

Posted: Mon Jun 20, 2011 9:01 am
by ADCK
Kaks wrote:
About recolouring the ship, it's already possible to do so via javascript! ( setMaterials() & setShaders() ) ... the butterflies from one of Thargoid's oxps used one of these commands to change wings colours on a ship by ship basis...
Hmm. it should be possible to do it as an OXP now then, possibly by some sort of mission screen or OXPConfig... Maybe one day I'll sit down and have a look at Thargoids OXP to see how he did it and if it can be done to modify player ships.

Re: Looking ahead

Posted: Mon Jun 20, 2011 6:23 pm
by Commander Wilmot
I saw on the list that there would be more types of lasers. Could the twin plasma cannon concept be revisited, maybe? I think they would work well as a dog-fighting weapon, with each projectile having low damage and a high speed with the cannons having a low over-heat rate and high energy drain, sort of like a modern auto-cannon on a fighter jet. I see two uses for this weapon, first, it would provide an alternate weapon to the pulse and beam laser variants, instead of a weapon which hits instantly, the new twin particle cannon would be a weapon which would require the pilot to stay on to and lead on the target, requiring more skill, but allowing the pilot to destroy hostile ships quickly (provided all the shots hit, which is by no means a guarantee) and to fire longer than a beam or military laser. However, it would only have the range of a civilian beam laser, not allowing sniping, and not being instantaneous, any hostiles armed with a laser would be able to strike before the pilot could retaliate. Secondly, it would be useful for a fighter ship which has only one forward laser/other weapon mounting, because it would not have the high over-heat rate that a military or civilian beam laser has, allowing it to fire longer. Of course, this would require a updated of the AIs, so they would fight well using the weapon and not treat it as a laser.

p.s. I realize I might have proposed this before on this topic, but I proposed it on another topic post, so I think that is why it seems I have said this before. Sorry if I already brought this up.

Re: Looking ahead

Posted: Thu Jun 23, 2011 2:41 am
by Bugbear
Staer9 wrote:
Zireael wrote:
ADCK wrote:
New suggestion: Respray!

I think the ability to recolour a ship in-game (Eg, being able to choose the colour of a ship when purchasing and perhaps an 'equipment' item that allows you to respray) would be a good idea. (Like the Specular key in materials in plists, but with an in-game colour picker)

Also perhaps the ability to choose alternate textures and/or decals?
Seconded.
Thirded
Actually, I'm not sure I agree with this suggestion. There are already plenty of tools available for customising and importing a ship into Oolite. Is it really fair that we burden the developers with a task that is essentially reinventing the wheel?

Re: Looking ahead

Posted: Thu Jun 23, 2011 6:47 am
by Thargoid
To some degree we can already do this. It would just depend on the ship design and texture as to how good or bad it may look.

It'd just be a variant on the code I used in the butterflies demo, but applied to the player ship.

Re: Looking ahead

Posted: Fri Jun 24, 2011 5:17 am
by Merceray
Excuse me!
I have a few suggestions about the game:

1. can equipment starts to damage not on the start of damaging energy banks.
in Elite equipment damaged only when the energy was low, I can fight with 3 or 4 small ships without the shields, only on energy banks. but now it's impossible. so I mast buy something like the Imperial Courier to fight with the Thargoids (I like Asp)

2. the seeking and destroying thargoid warships in space (like "pause" + "F" in ZX-Spectrum "Elite"), can it be added to the game?
thargoid wars & thargoid threats - it's lottery, you can find the enemy or not... but in thargoid seeking mode you always can find them.

Re: Looking ahead

Posted: Fri Jun 24, 2011 8:49 am
by Disembodied
Merceray wrote:
2. the seeking and destroying thargoid warships in space (like "pause" + "F" in ZX-Spectrum "Elite"), can it be added to the game?
thargoid wars & thargoid threats - it's lottery, you can find the enemy or not... but in thargoid seeking mode you always can find them.
If you want to meet Thargoids, try a forced misjump: pitch back all the way just as you jump (just as the countdown reaches 0) and you should find plenty of them. You'll be between star systems, so make sure you have enough fuel to jump on to your destination – it's best if you do this jumping between two systems that are very near to each other.

Some OXPs will add other ships to the mix, too.