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 New Craft-menu option: Missile Interception 
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Joined: Wed Dec 24, 2008 5:14 pm
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Post Re: New Craft-menu option: Missile Interception
This is such an interesting idea and I would like to see it implemented, but it would be very hard (compared to how useful it is) to code.

When you consider that hopefully at some point in the future we'll have a minimap and seeing enemies far away won't be a problem guiding a rocket into them will be a lot easier as well. This feature is going to be pointless.

Azukki wrote:
(I just lost the game)

Thats mean! Now I did too! :x


Sat Jan 24, 2009 10:08 am
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Post Re: New Craft-menu option: Missile Interception
zalo wrote:
'k then.
1. One Meter is 20 Pixels (As defined in the Settings.ini)
2. The rocket is 37 pixels wide and 100 pixels tall (or 1.85 meters wide and 5 meters tall)
3. It's center of Mass is -18 by -63 pixels (or 0.9 by 3.15 meters)
4. It weighs 860.0005 Kilograms (If 1 mass = 1 Kilogram)
5. The Main Thruster's particles weigh 9 kilograms each
and are being propelled out at 18 velocity units
and are emitted 83.3 times Per Second. You'll have to do
the math on that one.
6. The side thrusters are 52 pixels (2.6 meters) above the
center of mass. The particles weigh 2 kilograms each and
are being propelled out at 18 Velocity Units and 41.6 times
a second. Again, you do the math.

Assuming Data has an extremely physically accurate engine, and 1 Mass is 1 Kilogram.
Also, the rocket mass has all the attachables taken into account since I know they add mass.
Have fun with your physics :)

EDIT: And we do have access to key bindings. Just look at
the Melon Racer scene, or Lord Tim's Cabbage Puncher.

And I remember Tim saying something about a function that could detect how high the terrain is....

And this is all for Rocket MK1


Thanks for the info, I think this will be extremely useful in constructing the first model.
And ALSO, one thing that is a vary timely bonus is that I'm taking an engineering course that revolves around the use of MATLAB. So now I have an extremely powerful modeling and computational tool at my disposal, and will have a firm grasp on it by the time summer rolls around. I kind of want to pursue this to challenge myself, but also because I don't entirely believe it's a useless niche. I mean, there's a gif on the front page of crashing a missile into an actor, there's a missile silo that comes with the vanilla content, in addition to modules adding silos, and I believe there's even a scene made entirely of silos, so it must be of interest to some people here. Since I am one of those persons as well, this is the most fitting method by which I could attempt to contribute right now, aside from trying to toss a gun of some sort into the amassed pile of contributed guns.

So until progress is made, I'm going to be cooped-up in my lab. :twisted:


Last edited by tons0phun on Tue Feb 03, 2009 3:31 am, edited 1 time in total.



Mon Feb 02, 2009 9:25 pm
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Post Re: New Craft-menu option: Missile Interception
I saw this before, noticed how awesome this was, but for some reason, didn't post. Now I am. This is awesome, and is probably high on my list of things I would like to see on CC.


Mon Feb 02, 2009 10:00 pm
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Post Re: New Craft-menu option: Missile Interception
All you want is a guided missile that can be called upon quickly, and I'm sure there is a better way of doing it. Changing a craft into a missile so extensively is not good imo. Crafts, stay as crafts, and if you need kamikaze instantly, do it the manual way.

I'd rather go to the Mod Request section and request the following:

A drop pod which gibs into/launches a homing missile upon landing. An instant misslie launcher called from orbit.


Thu Feb 05, 2009 3:04 pm
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Post Re: New Craft-menu option: Missile Interception
Another great idea, with no basis in reality, doomed to fail.

Thus is the life of the CC community =/


Thu Feb 05, 2009 4:43 pm
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Post Re: New Craft-menu option: Missile Interception
ProjektODIN wrote:
Another great idea, with no basis in reality, doomed to fail.

Thus is the life of the CC community =/

How so?

EDIT: Yes, I am prepared for a flaming. But that will be tomorrow, after sleep and school, in that order.


Fri Feb 06, 2009 12:10 am
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Post Re: New Craft-menu option: Missile Interception
Because it is based on nothing. It is a minority group of a forum who's opinion of what goes into the game does not matter. All he's doing is saying "HEY DATA, MAKE THIS 4 ME PLZ," when we all know that is just not how it works.

Alternatively, if someone can find a way to turn this into a mod, all the power to 'em. The problem is this is just a topic of everyone saying "oh wouldn't it be grand if...?"

As such, it is a great idea (who wouldn't love intercepting "missiles"), with no basis in reality (there is no planned or announced functionality such as this), and as such, doomed to fail.

I can't make it any clearer.

Also, to the people constantly reporting my posts: I'm allowed to think an idea is stupid. I sat down here and made a well-written response to the idea.

If you'd rather, I can rever to OMG DIS IDEA SUX UR GAY LOLOLOLOL. I did not, so you have no reason to report this post.


Fri Feb 06, 2009 11:28 pm
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Post Re: New Craft-menu option: Missile Interception
You make it sound like DRL ignores suggestions the community makes entirely. Which isn't true.
e.g. The to-do list will have an add suggestion feature and voting.
[I was going to link to my old suggestion of variable-based grenade throwing velocity and cook off features, but ironically the wishlist thread is inaccessible, which I personally resent.]

But this suggestion in particular would be a lot of work for a pretty simple specialized function that wouldn't really pay off much.
The necessary algorithms and whatever are WAY beyond what craft AI will likely ever get to, and to do something that's more fun if done manually anyway. It's a neat idea, but not at all a practical use of development time/effort for a game of this scale.


Sat Feb 07, 2009 1:37 am
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Post Re: New Craft-menu option: Missile Interception
ProjektODIN wrote:
Because it is based on nothing. It is a minority group of a forum who's opinion of what goes into the game does not matter. All he's doing is saying "HEY DATA, MAKE THIS 4 ME PLZ," when we all know that is just not how it works.

As such, it is a great idea (who wouldn't love intercepting "missiles"), with no basis in reality (there is no planned or announced functionality such as this), and as such, doomed to fail.

I can't make it any clearer.


I never once requested Data to make anything relating to this, I only asked for pertinent information that would make the creation of models easier, which somebody else provided.

And it's only doomed up to the point that it needs to go from Dif. EQs to Lua scripting since I have no idea myself of how to script in Lua, and most of the people here that could script may not be able to translate the models accurately.


Sat Feb 07, 2009 2:50 am
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Post Maybe we could try something else....
This would probably be much easier if all it did was make the
rocket fly up above the screen into the sky, and then spawn
above the screen again with a diagonal velocity and it's position
is relative to that of the target so it looked like it aimed and all that?

It'd be easy to do I suppose. But if the target were under ground..... meh.


Sat Feb 07, 2009 6:13 am
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Post Re: New Craft-menu option: Missile Interception
If the target is underground, you should probably use a rocket with a laser drill shield on the tip.


Sat Feb 07, 2009 7:23 am
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Post Re: New Craft-menu option: Missile Interception
How about the craft has a laser shielded tip and goes straight to the target? It points at the place and thrusts forwards. No real pathfinding needed...


Sat Feb 07, 2009 7:58 am
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Post Re: New Craft-menu option: Missile Interception
Azukki wrote:
You make it sound like DRL ignores suggestions the community makes entirely. Which isn't true.
e.g. The to-do list will have an add suggestion feature and voting.
[I was going to link to my old suggestion of variable-based grenade throwing velocity and cook off features, but ironically the wishlist thread is inaccessible, which I personally resent.]

But this suggestion in particular would be a lot of work for a pretty simple specialized function that wouldn't really pay off much.
The necessary algorithms and whatever are WAY beyond what craft AI will likely ever get to, and to do something that's more fun if done manually anyway. It's a neat idea, but not at all a practical use of development time/effort for a game of this scale.

Or, maybe set a go-to point for crafts?


Sat Feb 07, 2009 1:27 pm
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Post Re: New Craft-menu option: Missile Interception
i actually agree with odin and azukki here.
as.. average as this would be, the amount of work for the amount of payoff is ridiculous. you want someone to pathfind for a rocket so you can hit a button, click an enemy and cheer as your craft zooms off to splatter the enemy? that is both the epitome of lazy and a silly idea in the first place. what happened to good old *guide craft, scuttle over enemies, profit*?


Sat Feb 07, 2009 2:08 pm
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Post Re: New Craft-menu option: Missile Interception
Raintail99 wrote:
Or, maybe set a go-to point for crafts?
That would be a productive and reasonable use of dev time.
And then if general craft pathfinding AI were already in place and could be altered to add this easily, I would say go for it.
But realistically, I don't think crafts will ever get very smart, and this [missile interception] would have to be a comparatively simple thing to add for it to be worth it.


Last edited by Azukki on Fri Mar 06, 2009 5:54 am, edited 1 time in total.



Sat Feb 07, 2009 9:08 pm
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