Gota wrote:
Now for srs!
Gota wrote:I personally want a fighter that moves in a certain way but attacks in a different way.
I want a fighter that moves like a gunship I.E turns on the spot but attacks by doing flybys.
Thats a bizzare request at best. What possible logic is there for a plane that can stop midair and change directions while just flyin' around, but not when its trying to aim its weapons?
But, if we do get into the business of recreating OTA
bugs, why dont we also recreate the one where if you have a bomber (or other slow aircraft) flying in a straight line, and a fighter (or other fast air-to-air capable) tailchases it, fires a few times (without getting a kill) overtakes it, then cant decide which way to turn to get its firing cone back onto the bomber and simply slows down to the bomber speed and flies a few plane lengths in front of it?
Gota wrote:Like if i want my aircraft to stop in the air when not moving or land or if i want it to never be able to stop
Already possible. Use the airhoverfactor tag in the .fbi/.lua file.
Forboding Angel wrote:Fighters, when they aim, they don't point at their target, they point slightly above the target. As a result, any weapon that shoots a straight shot (like a beamlaser) misses epicly...
Geniune bug. Although there are ways around that, but they often don't look pretty at close range. Still a good call though.
Forboding Angel wrote:Transports... Anything besides atlas style transportation breaks in every other spring version. As a result, my air transport is essentially an atlas.
Yeah, thats annoying too. Having armed transports be able to handle like fighters while flying/attacking then land to embark/disembark transportees would be nice.
Gota,
intended behavior that you just don't happen like is not a problem with the engine. Its a problem with you. As before you have several options: shut up and move on, do it yourself (if you need
help, just ask [nicely]. But don't expect other people to drop everything they are doing to do something for you.), or find someone with similar goals to do it for you.
As I am sure you know, because you did what I said and looked at the airmovetypes in the source code, combining the current fighter attack code and gunship movement code is
not a trivial thing to do. But if you had spent the last 12 months learning about the ins and outs of the code, and picked up a bit of coding skill, you probably would have had it done by now. But instead you chose the other option, which is to piss and moan about how the engine wont do what you want, and that it really needs doing, but that you're not willing to spend the time to even attempt doing it.
/rant