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DarkStorm Yatagarasu - Rotor Problem
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Author:  Arkansas [ Sun Nov 28, 2010 8:25 pm ]
Post subject:  DarkStorm Yatagarasu - Rotor Problem

Hi.

I was wondering if it's possible to edit the Yatagarasu Dropship files so that the rotors don't constantly spin?

I mean, I like the fact it tries to stay airborne, but it would really fit the "dropship" description if you could land it on a flat surface to drop/pickup soldiers, alongside the typical "hot-zone mid-air drop" strategy that most of the other dropships use.

Right now though, when trying to get the dropship close enough to the ground that my soldiers don't eat dirt (thus damaging them) or just plain go *SPLAT* when they hit the ground, it takes around 10-15 seconds because the rotors are constantly forcing the dropship UP, instead of giving me free reign like the others do.

With other dropships, they tend to either just hover there if given the "stay" order and switched away from, or they slowly, and I mean SLOWLY inch back up to the sky if you leave them for too long. (I'm talking floating up a pixel or two every two or three seconds)

Anyways, long story short, would it be possible to make it so that if you're not pressing the gain/lose altitude keys (w or s) at all, that it just hovers there unless you either tell it to "Return", "Drop Cargo", or press said gain/lose altitude keys?

Thanks in advance,
Arkansas.

Author:  Lizardheim [ Sun Nov 28, 2010 9:12 pm ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

First of all, don't sign your posts.

It's simply not how dropships work in CC.
You could however make a wide rocket.

Author:  Arkansas [ Sun Nov 28, 2010 9:26 pm ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

Lizard wrote:
First of all, don't sign your posts.

It's simply not how dropships work in CC.
You could however make a wide rocket.


I beg to differ. The vanilla dropships in CC hover, albeit with just a SMIDGE of altitude gain every two to three seconds or so, if you give them the "Stay" command and switch to a different unit. I'd make a gif to show what I'm talking about, but I don't know how to yet, so... yeah. I'll get cracking on that though, so I can provide gifs to explain most of what I'm talking about, that way you guys get a good idea of it instead of my crap-tastic descriptions. I never really was good at describing stuff in the first place though, so.. :P

Also, I can sign my posts if I want. :sad:

-Arkansas

Author:  Lizardheim [ Sun Nov 28, 2010 9:31 pm ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

Just fill it with troops then, it's supposed to be full, not empty.

Author:  Arkansas [ Sun Nov 28, 2010 9:54 pm ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

Just found the Pre-Made Bunkers mod. Very nice Guard Tower, lizard. Definitely better than that dinky little vanilla watchtower. :)

Author:  Grif [ Sun Nov 28, 2010 10:37 pm ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

First - Signing your posts is annoying, and what the creatively named signature feature is for. There's no need to put it in your actual post.
Second - Lizard actually, in a somewhat obtuse way, already addressed your primary concern. The thing is that Cortex Command only has two types of craft - rockets, and dropships. Darlos9D, through some creative wizardry and a certain amount of smoke and mirrors, turned a fairly standard dropship into the Yatagarasu. The visible rotors have nothing to do with the lifting force of the dropship; it just has two invisible engines like all the other dropships.
The reason it flies upward so rapidly is because (I'm going by an educated guess here) it's designed for higher cargo loads. Unfortunately, because CC doesn't let a modder do certain things directly, the capacity to carry high loads of cargo carries with it an inherent tendency to fly upward if underloaded.

The default CC dropships are well balanced, but, unfortunately, making a higher capacity dropship removes the ability to balance as superbly.

Third - The one way around this, before someone else swoops in and thinks they're all cool, would be using Lua scripting. An example script, off the top of my head, would be one that takes the altitude the dropship is at above terrain, and then sets that altitude as constant whenever no movement buttons are being pressed.

Author:  carriontrooper [ Mon Nov 29, 2010 4:27 am ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

Or we can apply the Yosei script to the Yatagarasu. I dunno what's gonna happen, I've never tried using that script on a ACDropship before... It does work on ACrabs (DS' Yosei and SET's Scarab) and AHumans (Cordyc's Float Puppets have them too). If it does work on ACDropships, that'll make my new Cordyc unit possible...

Author:  Arkansas [ Mon Nov 29, 2010 5:50 am ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

carriontrooper wrote:
Or we can apply the Yosei script to the Yatagarasu. I dunno what's gonna happen, I've never tried using that script on a ACDropship before... It does work on ACrabs (DS' Yosei and SET's Scarab) and AHumans (Cordyc's Float Puppets have them too). If it does work on ACDropships, that'll make my new Cordyc unit possible...


Hm. Well, let's hope it'll work. I'll look around on the Wiki to see how I could apply the Yosei script to the Yatagarasu, unless one of you is willing to do it instead. Either way, at least we'll know if it'll work or not.

Author:  Kettenkrad [ Tue Nov 30, 2010 10:12 am ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

If you want to do it yourself, you can decrease the ParticlesPerMinute for the engines in the script, or mess around with the min and max throttle ranges.

Author:  Nocifer [ Sun Dec 12, 2010 12:46 am ]
Post subject:  Re: DarkStorm Yatagarasu - Rotor Problem

I'm with Ketttenkrad here. If it bothers you, just go into the relevant .ini file and alter the engines so that they aren't quite as overbearingly powerful. Now, it might make the Yata less able to carry heavy loads, but if this is an issue for you, chances are you're not carrying heavy loads with it anyway.

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