Navy Sidewinder

General discussion for players of Oolite.

Moderators: winston, another_commander

User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Navy Sidewinder

Post by Commander McLane »

spara wrote:
Oh, if I only knew how. I already have setup the sidewinders as defenders and I don't know if it's possible to launch other ships as defenders.
If you're doing it without fancy JS-scripting, Image defense_ship_role is your friend. :wink: And if you're doing it via JS-scripting, you can launch any ship you want anyway.
User avatar
Gimi
---- E L I T E ----
---- E L I T E ----
Posts: 2073
Joined: Tue Aug 29, 2006 5:02 pm
Location: Norway

Re: Navy Sidewinder

Post by Gimi »

cim wrote:
Following Gimi's recent complaint about the lack of proper missile doctrine of a certain other capital ship, I've implemented an AI parameter for 1.79 which means missiles can be told to automatically spread out to stagger their approach, which should make missile swarm attacks more practical. (It's disabled on the standard and hardened missiles by default, because the player should have to actually think about their missile strategy, but easy to turn on for real missile boats)
:shock: :D :D Nice!
This is one of the ideas I have noted down for the Anaconda Missile Corvette in HIMSN. Is it possible to do staggered launch with simultaneous time on target from multiple directions. (Its a common doctrine used for Real Life Anti Ship Missiles) Would look really cool, but might be hard to do on fast moving targets.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: Navy Sidewinder

Post by spara »

Commander McLane wrote:
spara wrote:
Oh, if I only knew how. I already have setup the sidewinders as defenders and I don't know if it's possible to launch other ships as defenders.
If you're doing it without fancy JS-scripting, Image defense_ship_role is your friend. :wink: And if you're doing it via JS-scripting, you can launch any ship you want anyway.
I'm being vague again :roll:. I want to have only one type of defense ship, Sidewinder, that the Carrier launches when it's being attacked. If I use defence_ship_role, I'll get a random mixture of ships. These defenders launched are automagically handled by the game so that they do their job and come back home. And here starts my ingorance. I can launch any ship via js, and have done so, but I really don't know how to put the carrier wait for them to return before leaving. It would probably need some AI scripting.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Navy Sidewinder

Post by Cody »

Gimi wrote:
This is one of the ideas I have noted down for the Anaconda Missile Corvette in HIMSN.
Will you ever find enough spare time to resurrect that project, Gimi?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Gimi
---- E L I T E ----
---- E L I T E ----
Posts: 2073
Joined: Tue Aug 29, 2006 5:02 pm
Location: Norway

Re: Navy Sidewinder

Post by Gimi »

Cody wrote:
Gimi wrote:
This is one of the ideas I have noted down for the Anaconda Missile Corvette in HIMSN.
Will you ever find enough spare time to resurrect that project, Gimi?
I think its more a matter of getting someone with OXP programming experience to compile it (take lead), while I present something like functional requirements for behaviour and stuff. I just don't have the skills to put it together.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Navy Sidewinder

Post by cim »

Gimi wrote:
Is it possible to do staggered launch with simultaneous time on target from multiple directions. (Its a common doctrine used for Real Life Anti Ship Missiles) Would look really cool, but might be hard to do on fast moving targets.
With the limitation that you'd have to be firing at something which was moving much slower than the missiles (with the relative speeds of real-life ships and missiles, perhaps "stationary" is what we're going for here) and was ideally at least the size of a Coriolis to stop the missiles blowing each other up, yes, that should be possible with a bit of custom AI work: lead ship sets a desired impact time; all ships (maybe including the lead, maybe not) fire missiles when they are at the appropriate distance to achieve that time. The lead ship could even set a stack of spaced out desired impact times, so the group fires several salvoes each with coordinated impacts.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Navy Sidewinder

Post by Commander McLane »

spara wrote:
I can launch any ship via js, and have done so, but I really don't know how to put the carrier wait for them to return before leaving. It would probably need some AI scripting.
Yep. Basically you need to put these defenders into a dockWithMothershipAI after their task is over. There are examples for this spread over existing OXPs, but each of these would need some adjusting, so yes, you'd need to dive into AI scripting for this.
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: Navy Sidewinder

Post by spara »

Feeling like a winner here :D . Got the Collector thing to work. Not without a timer and js though. Now after a fight, if there are dead thargons about, the carrier launches 3 transporters with scoops, that collect thargons (and other loot) while the carrier is taking defenders in. Then the carrier patiently waits until the collectors have docked in (or left the area) before leaving.
Commander McLane wrote:
spara wrote:
I can launch any ship via js, and have done so, but I really don't know how to put the carrier wait for them to return before leaving. It would probably need some AI scripting.
Yep. Basically you need to put these defenders into a dockWithMothershipAI after their task is over.
I used a stock scavengerAI for collectors and a modified behemothAI for the carrier.
Duggan
---- E L I T E ----
---- E L I T E ----
Posts: 496
Joined: Sat Dec 31, 2011 2:58 pm

Re: Navy Sidewinder

Post by Duggan »

spara wrote:
Feeling like a winner here :D . Got the Collector thing to work. Not without a timer and js though. Now after a fight, if there are dead thargons about, the carrier launches 3 transporters with scoops, that collect thargons (and other loot) while the carrier is taking defenders in. Then the carrier patiently waits until the collectors have docked in (or left the area) before leaving.
Commander McLane wrote:
spara wrote:
I can launch any ship via js, and have done so, but I really don't know how to put the carrier wait for them to return before leaving. It would probably need some AI scripting.
Yep. Basically you need to put these defenders into a dockWithMothershipAI after their task is over.
I used a stock scavengerAI for collectors and a modified behemothAI for the carrier.
Kinda begs the question, can we look forward to a release soon :D
Flying Python Class Cruiser, Chapter & Verse IV
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: Navy Sidewinder

Post by spara »

Duggan wrote:
Kinda begs the question, can we look forward to a release soon :D
Don't hold your breath yet :wink: . Carrier behaviour still needs tweaking. After that, I'll see what needs to be done to the texture and add a normal map. And finally I'll make it fully compatible with the GalNavy oxp. With the limited I have, it'll be next week, earliest. But, it's coming 8) .
Post Reply