new air behaviour.
Moderator: Moderators
Re: new air behaviour.
As I said before it makes no goddamn sense to implement deliberate stupidity and if a mod really wants that it should lua it.
Re: new air behaviour.
What's funny is how many ways he re-phrases it. This time it's "Gunships that keep flying forwards after attacking" (whut? Isn't that the definition of a fighter or bomber?).
Re: new air behaviour.
why not break the air behavior into several steps.one for general movement and one for attack sequence?
Why cant we have fighters that strafe attack?Spring is not about realistic movement lets face it...so why cant a modder have the option to create a totally unrealistic mod if it still ends up being fun.and I dont mean myself only i mean in general.
Wouldn't you agree with that?
I have been told it would be quit hard to lua compared to making this an engine option.
Why cant we have fighters that strafe attack?Spring is not about realistic movement lets face it...so why cant a modder have the option to create a totally unrealistic mod if it still ends up being fun.and I dont mean myself only i mean in general.
Wouldn't you agree with that?
I have been told it would be quit hard to lua compared to making this an engine option.
Re: new air behaviour.
You misunderstood. It would be just about the same difficulty to lua as to make an engine option. Maybe you think engine code is somehow easy?
Re: new air behaviour.
No but both of the sequances are already programmed...the way the fighter attacks and the way the gunship moves..
Re: new air behaviour.
The way the fighter attacks is a part of how it moves, not something you can pull out easily.
Re: new air behaviour.
What he said. I know, I read that source, and some of it would be a real pain to untangle.The way the fighter attacks is a part of how it moves, not something you can pull out easily.
I guess we need to have a MoveCtrl-based solution for these problems. Maybe I'll get to that in a month or so. Maybe.
Re: new air behaviour.
OK.
how about a gadget that prevents aircraft to engage air targets unless they are at a minimal range from them?
what i want to do is make fighters very very agile but than i need them to not engage othere fighters if they are really clsoe to them to avoid them just all gathering in a small ball of fighters cause they can turn so sharp..
how about a gadget that prevents aircraft to engage air targets unless they are at a minimal range from them?
what i want to do is make fighters very very agile but than i need them to not engage othere fighters if they are really clsoe to them to avoid them just all gathering in a small ball of fighters cause they can turn so sharp..
Re: new air behaviour.
Then make a lua script, or ask somebody else to. This feature request is hereby closed.
In response to your earlier questions in lobby, we never see enough aircraft in S44 to test it. Generally, however, aircraft with large - that is realistic - turn arcs tend neither to clump nor to decide battles quickly.
In response to your earlier questions in lobby, we never see enough aircraft in S44 to test it. Generally, however, aircraft with large - that is realistic - turn arcs tend neither to clump nor to decide battles quickly.