Author |
Message |
Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
|
Re: Vehincles?
Tribes 2 style bomber? I love you.
I'd love to see an armoured attack dropship, I'll probably see if I can get my head around Lua and see if it's doable once B21 is out... I can imgaine a spectre-gunship style dropship weapons-wise, with bofors and miniguns.. Oh and the 110mm Howitzer ^_^
|
Thu Aug 21, 2008 1:54 pm |
|
|
Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
|
Re: Vehincles?
Well, I don't know much at all about coding in CC, but are you sure wheels aren't possible? Amrobotics almost had it with his car thing. And someone else made a mod where it was a giant wheel thing. Are you entirely sure it wouldn't be possible with Lua? And about what Grif said, yes, it's true that they would be brain controlled, but modders would most definitely make clone controlled vehicles. Maybe something like a bike or a scout car (Providing that wheels aren't impossible, either that or they'd be hoverbikes etc.), which would be used as personal transport.
|
Wed Aug 27, 2008 12:08 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Vehincles?
Wheels are, pretty much, impossible.
There's ways to have a decently rotating body in CC, yes, but CC's "joints" aren't really joints; they're just rigid attachments. They don't allow anything to rotate, and there's no way to connect them to a larger body.
Now, proper flying vehicles could certainly be made, but CC's physics engine and just the nature of how CC plays out really makes wheeled vehicles a bad idea to me.
|
Wed Aug 27, 2008 11:53 pm |
|
|
Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
|
Re: Vehincles?
Grif wrote: Wheels are, pretty much, impossible.
There's ways to have a decently rotating body in CC, yes, but CC's "joints" aren't really joints; they're just rigid attachments. They don't allow anything to rotate, and there's no way to connect them to a larger body.
Now, proper flying vehicles could certainly be made, but CC's physics engine and just the nature of how CC plays out really makes wheeled vehicles a bad idea to me. I guess you're right, as always. Air vehicles are much more suitable for CC. I just hope someone makes one that can use weapons when CC is moddable with Lua.
|
Thu Aug 28, 2008 10:38 am |
|
|
jaybud4
Joined: Tue Oct 24, 2006 10:07 pm Posts: 511 Location: ☼The Infinite World☼
|
Re: Vehincles?
Morbo!!! wrote: Grif wrote: Wheels are, pretty much, impossible.
There's ways to have a decently rotating body in CC, yes, but CC's "joints" aren't really joints; they're just rigid attachments. They don't allow anything to rotate, and there's no way to connect them to a larger body.
Now, proper flying vehicles could certainly be made, but CC's physics engine and just the nature of how CC plays out really makes wheeled vehicles a bad idea to me. I guess you're right, as always. Air vehicles are much more suitable for CC. I just hope someone makes one that can use weapons when CC is moddable with Lua. People have MADE ones with weapons already. Some of them aren't quite as easy to control, others fire the weapon all the time, but damnit, they're flying vehicles with weapons.
|
Thu Sep 04, 2008 10:57 pm |
|
|
Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
|
Re: Vehincles?
Yeah, I know that, I'm just talking about ones that work really well and are controllable. At the moment, if someone made a dropship with a gun, it'd be in a fixed place firing in the same direction constantly. The best crafts with weapons I've seen so far are the A-4 and the AAL Arwing, but they both use the downthrust key to fire.
|
Fri Sep 05, 2008 9:07 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Vehincles?
thats because we cant bind any keys yet. modders have to make do with what they have to mod with. that sounds kinda awkward. flying vehicles and walkers are a good idea. wheels are a bad idea, because terrain gets raped and theres faster ways of getting around, that would be more effective. for transporting lots of clones that have already been delivered, a large flying or jumping multi-tiered platform would work fine. once we have decent mo-mo collisions, that will be doable with no other alterations to the engine.
|
Fri Sep 05, 2008 11:41 pm |
|
|
Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
|
Re: Vehincles?
Hover vehicles? The tank from the B18 Kloveskians was effective, albeit overpowered. The same really goes for the scout drone in the older version of the Darklone pack.
|
Sun Sep 07, 2008 6:06 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Vehincles?
mmn hover would work on the terrain however how do you do it? tdexplosives with verticle emitters for high mass tiny sharpness mos? i suppose that would work, however would make a lot of lag over time.
|
Sun Sep 07, 2008 6:43 am |
|
|
Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
|
Re: Vehincles?
We already HAVE hover vehicles. And they don't need to be that complex, you just make a regular person or crab and give it invisible legs.
Why would you need human pilots when everything can be controlled directly by the brain?
|
Sun Sep 07, 2008 9:27 am |
|
|
Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
|
Re: Vehincles?
metal chao wrote: We already HAVE hover vehicles. And they don't need to be that complex, you just make a regular person or crab and give it invisible legs.
Why would you need human pilots when everything can be controlled directly by the brain? I said in my post that I recognized they've been made. Read the entire post next time.
|
Sun Sep 07, 2008 4:38 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Vehincles?
Yes, but the existing hover vehicles are frankly useless.
Invisible legs means that the movement isn't steady; it moves at a walking pace, and even then only really works on level ground.
|
Sun Sep 07, 2008 4:53 pm |
|
|
Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
|
Re: Vehincles?
Lambda wrote: metal chao wrote: We already HAVE hover vehicles. And they don't need to be that complex, you just make a regular person or crab and give it invisible legs.
Why would you need human pilots when everything can be controlled directly by the brain? I said in my post that I recognized they've been made. Read the entire post next time. Yeah, but I wasn't talking to you. I was talking to the person who posted after you who put a needlessly complex version of hovering in his post.
|
Sun Sep 07, 2008 8:10 pm |
|
|
The Gunslinger
Joined: Fri Jan 25, 2008 3:53 am Posts: 65
|
Re: Vehincles?
I'll throw my opinions into the fray here. Is it possible to create tank treads using legs with a large-radius circular movement style, and then use 30 of them, one for each track unit? I'm no coder so I really don't have a clue if it would work, and I wouldn't expect this thing to move quickly; basically what you'd be looking at is a heavily armoured tank with heavier weapons than what you could feasibly mount on a clone or walker (the Cannon Dreadnought already suffers weight issues when attempting to move anywhere).
Actual vehicles seem silly to me, I agree with Grif in that any 'vehicle' would logically be brain-controlled. One interesting pro-APC argument is using one as an armed and armoured delivery craft. Dropships are stupidly easy to shoot down, so being able to bring in reinforcements with something that won't splatter half an army with it's wreckage if a Flak Cannon so much as sneezes at it is enticing in my mind. Obviously it wouldn't work on the 'endlessly looping' skirmish maps, but it'd be interesting to mix things up in fixed-map missions, especially if the enemy AI is utilising them.
And re: hover tanks; why don't you just create a Dropship with a weight and thrust that it maintains altitude and neutral thrust? Then make the up/down thrusters so wimpy that any serious altitude change takes a while, but is enough to get over any terrain?
|
Mon Sep 08, 2008 8:21 am |
|
|
Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
|
Re: Vehincles?
You can't add more than two legs to a man or four to a crab, I'm afraid ):
|
Mon Sep 08, 2008 12:20 pm |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|