Fuel system

Fuel system

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Fuel system

Post by Guessmyname »

Could someone please explain how the new fuel system for planes will work?

Like, I can guess that an fbi tag controls the maximum fuel a plane can carry, but how quickly does it go down? Once a second or once a tick? What happens to planes that run out of fuel? Do they crash or simply land? What about over water? Do they fly to the nearest landmass? (Space mods obviously can't have their space-fighters simply land). If on patrol, will their AI compensate for lack of fuel and make sure it always has enough fuel?

What defines the refueling places? Do they have to be air repair pads? Can they refuel without repairing? Can they be mobile? Can they be airbourne? (A bug in TA was that airbourne air repair pads would try to repair themselves when they were low on health and on patrol)

EDIT: Oh, and can we control what planes can land where? (Using the transportmass and mass stuff would be the best way to do this)

Lot of questions. Not all need answering, but they're my main concerns.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Most of those questions are answered pretty thoroughly in the changelog.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

...

Oh
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

the Changelog wasn't that helpful IMO.

still doesn't explain what happens to units when they run out of fuel.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I'd guess they just crash. Why not try it yourself?

EDIT: Hm, no, they just become immobile. No idea if they go for an airfield then, GINTA doesn't have those.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

They go to an airfield. If there is one with the right values available. This system is very flexible- too bad we can't use it for ground units...
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

So the maxfuel thing simply says how long a plane can fly before having to turn back to find a refuel place? Rather than figure out where it will have to turn back (the so called 'bingo' point, if I recall) to an airfield or risk running out of fuel and crashing in the ground?
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

It will never crash, it will just start flying towards the nearest airfield and ignore all orders. You can still fly them around in FPS mode, but not fire, so its a bit pointless.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

Nemo wrote:It will never crash, it will just start flying towards the nearest airfield and ignore all orders. You can still fly them around in FPS mode, but not fire, so its a bit pointless.
you could use this to avoid known AA... but yeah, its not worth it unnless its a Liche or something... (and Liches suck!)
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Hi, that is verynice.....
GZ, im gonna research aircraft maximum range :) so there will be more difference between WD lightweight fighter and heavy fighter...
(Fulcrum-A will suffer alot though.... they are short legged bird )
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Maximum ranges are a few hundred kilometers, that should cover the entire map.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

Fuel/ammo for ground units would be made of win!
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

yes, but how would they be refueled?
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

same idea as an airpad cept its got an open yardmap for a unit to drive/walk/hover into and then leave.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

You can do that via script, just keep count of ammo and fuel (the latter by having a function run while the unit is moving and decrementing fuel regularly) and disable the weapons or set MAX_SPEED to 0, refill the values if the unit is close to an ammo or fuel depot. That's what I'm doing in GINTA. Minus the fuel for now.
Post Reply

Return to “Engine”