Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: Dizzy on December 18, 2004, 02:32:01 pm
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This project is an attempt to fix Planet Hardpoints as they are do not work right in mission as they are now. The hardpoints on the model itself are placed too high and too low on the horizontal plane of the equator to be of any use when it comes to point defense. This problem creates an imbalance when it comes to mission times between drone and non-drone using races.
For example, a Lyran with ESG and disruptors needs to stand off and hammer the planet from a distance for quite some time until enough damage is done so that it may then close on the planet and beam aboard marines to capture it and end the mission. Meanwhile, a player in a drone bombardment ship needs only to fire off a few drone waves and the planet is reduced to rubble. Between these two scenarios, the droner spends a fraction of the time it takes the Lyran to complete his mission.
Rehardpointing planets along the equator is the only solution to solving this problem. It also will improve a Planets ability to hold off an enemy ship from closing to within optimal weapons range and fix the total lack of point defense.
What is illustrated in the following two pics are the distances shown from various hardpoints to a ship 5km away. Please note that damage is always measured from weapons hardpoint to shield edge. So the FCA you see in the pic has 5km true range to the planet for weapons, while the Planet measures from its hardpoint to the target which can be and usually is 2-3 times farther than the ship has to shoot. That is why Planet weapons are at innefective ranges while a ship can be at optimal weapons range.
(http://home.satx.rr.com/spiderwebs/Planet_Side_gif.gif)
(http://home.satx.rr.com/spiderwebs/Planet_Top_gif.gif)
My solution in the pic below has been tested and it works. The hardpoints need to be changed as shown below so that Hardpoint 11 is at the front of the model and the rest of the hardpoints go around the equator clockwise 15 degrees apart. Once the hardpoints are set as illustrated, I can change the weapon arcs in the shiplist to match and then we will have fully functional planets as they should have been from the start. When this was tested, it was done on an EAW mesh which has fewer polys than does OP models and only took several minutes. It is my hope that all 27 OP planet models can be rehardpointed. I have discussed this with FS and he has said if it is done he would consider adding it to his new OPPlus version. If done soon, I will use it on the new Slave Girls of Orion IV OP Dyna server (http://www.dynaverse.net/forum/index.php/topic,163349577.0.html).
(http://home.satx.rr.com/spiderwebs/Planet_re-Hardpoint_Diagram.gif)
Hardpoints 1-10 are heavy weapon hardpoints and have been spaced about between phaser hardpoints. There are 24 weapon slots and each has been placed 15 degrees apart so all 24 fit equadistant in 360 degrees.
Modelers, I would, and I'm sure every dyna player would, greatly appreciate your help on this issue. Please let me know if you can tackle this project.
Diz
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that seem very good, since planet have no place for the weapons so when you attack you can't disable its weapons since there no place for the weapons (the planets have weapons but not visible), that would make the game beter.
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Great job. This will be a very nice addition to the game.
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That's such a great idea you're working on Dizzy I had to + karma you.
I feel so...unclean.. ;D
Can fighters and PF's be launched from planets BTW?
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No. A planet is a solid collision object. You hit it u die. Thats why arcs and proper Hardpoint placement is so important. A plasma doesnt like flying thru a planet, drones included. The collision sounds are... unpleasant. But ftrs and PF's instantly die when launched... if launched. They always launch from the center of the model... I dont think its coded where a planet can launch them anyway.
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Except, if they are armed with phaser 4s it would be impossible for a single ship to attack them.
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Except, if they are armed with phaser 4s it would be impossible for a single ship to attack them.
They are armed with 4's. And I can still take a cruiser to under 9km and alpha w/o reducing my phaser capacitor and take it down while the Planets 4's fire outside of optimal range with no effect vs my reinforced shields. Thats Direct fire. Indirect fire will make short work. Several drone salvoes and its over. In fact, it's over before I can even get to transporter range to beam over my marines. Edit: 4's dont fire at drones and if u add 1's then not only will they not fire at drones, they are too far away to do any damage to a ship. Besides, 4's are the only phasers on a planet anyway.
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BUMP!
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Let me know what happens. You also gotta note that there can't be a 'no models' version with these planets: the no-models players must have these .mods included.
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Right. Your no models version would have to include these... I mean, this is a game altering fix. This is a project whoose time has come for inclusion as a standard feature in the game. Having it in your install is the only real way to see it happen so as to insure everyone has it for dyna and GSA or LAN play.
I dont see a problem with the size, tho. All the planet models including the no rings versions takes up 1.08mb's zipped using normal compression, as textures are not needed. We would be replacing only the mods. That's small enough even for a no models, eh?
Now, if we could only find someone that can hardpoint... ;)
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Trying again!
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Wow... +1 for putting this out there. I hjope that it's done soon- and added to any patches that might be done after the source code gets realesed (if we get it)!