All you'll be giving is a nice view for all the NPCs around the place, but their opinion hardly matters

Moderators: winston, another_commander
An interesting concept - it would certainly do away with the primary issue of the sub-ent missile and the fired missile no longer matching up in terms of model etc (so the missile that's mounted on the ship may well end up not being the one that's actually fired off when you fit the "M" key).CommonSenseOTB wrote:Don't lose hope KW.![]()
I've had a little think on this and in light of recent developments in custom missile displays of individual pylon icons on the hud, I believe there is at least a 75% chance of doing the external missile pylon concept(player version) correctly without breaking immersion.
I'm not ready yet to tackle this and it would require a specially made hud for the particular ship that can have external missiles but here are my thoughts on this.
Ships with external pylons should not have the missile directly as a subent but instead have a "pod" or "cannister" so as not to break immersion of what is on the external pylon.
The problem would be how to fill those pylons, as if they have a dummy placeholder "mounted" on them to stop things shuffling along, as far as the game code will see the pylons will have something mounted on them, hence you won't get offered any missiles/mines for sale on the equipment screen. And as soon as you remove one of the placeholders you will get everything shuffling along again like you were trying to avoid in the first place.CommonSenseOTB wrote:The ship would have missile capacity equal to the inboard mounts plus the external pylons. The externals would be the first pylons and could be filled with some kind of empty icon(missile) when nothing is fitted or the missile has been used. This would prevent the missiles from sliding towards the #1 pylon as they are used and prevent problems.
The other problem is going to be how to award the missile to a specific pylon, to enable the re-filling of the external mounts when there are some items on the internal ones (even allowing for the aforementioned glitch of equipment availability). It could be done by some major script-work (storing all current missiles in an array, unloading all missiles, manipulating the store array and then re-awarding everything again from scratch). Could be done, but would be a nasty bit of code to write fully I think.CommonSenseOTB wrote:The new ability to display any pylon at any position(or not) means that external pylons that are not even fitted with a cannister or pod don't even have to be displayed on the hud and only those that have a missile in them would have a relevant icon displayed instead of the empty icon. It is this new ability that I believe will maintain immersion for the player and allow external pylon pods(cannisters) to be buyable equipment for specific ships. Yeah, kind of a pain, but doable I believe.
Dummy equipment that can be purchased(EQ_EXTERNAL_PYLON_#) would allow the empty missile to be removed and replaced with whatever missile you like. Scripting could keep the empty missiles in place even when you unmount all missiles at the station.
When the external missile is fired it would be instantly replaced with the empty missile(icon).
I believe the rest of the scripting is currently covered with what is being done in Griff's external missile cobra III and the vortex.
These are just my thoughts based on what I currently know and in light of now being able to have a custom missile display on the hud. So keep your chin up KW 'cause its probably gonna happen.