Homeworld Remastered Collection

Homeworld Remastered Collection

Limited fuel for strikecraft
64 Comments
AJABOOBOO 3 Jun, 2024 @ 2:50pm 
does not work :(
ssddsquare 6 Aug, 2023 @ 4:05am 
Does it works on player's ship only? Works in single player game?
Shadowwolf149 11 Mar, 2023 @ 9:47pm 
is it weird that the taiidan have fuel and the Kushan doesn't???
kalonia 13 Oct, 2021 @ 11:26am 
it seems not... :(
Bizsomb 1 Jun, 2020 @ 11:04pm 
this mod is work?
TIF-DiZLiskcious 1 May, 2020 @ 5:05am 
so this doesnt show on the mod list on the startup panel?
Rufus Shinra  [author] 29 Mar, 2019 @ 5:52am 
If you want to check the fuel script I use, feel free to download Flag Commander and extract it, you'll find it in the 'lib' folder, where it is called by individual units. It was the result of other teams' suggestions and the devs' own hacking around the engine's limitations. My main creation is the ammunition script. If you wanna reuse that particular one, I'd appreciate to be credited, but the fuel script in FC is free for the taking.
Weimond 28 Mar, 2019 @ 4:26pm 
I have a mod concept I'd like implemented that would require a good fuel script, I'm wondering if Kadesh swarmer fly patterns seen in HW1 can be recreated in a good way like Snakes coiling around a line of fuelpods as it travels forward, perhaps something that coudl happen along with the Guard command or tha transition of guard to attack.
Firestorm🗿 28 Mar, 2019 @ 9:16am 
Cool!
Rufus Shinra  [author] 28 Mar, 2019 @ 12:51am 
Given that it is using the old code, I will by default tend to agree. Keep in mind that, as the Convoy mod, this is more of a stand-alone mod for a gameplay feature I implemented in Flag Commander. I've since designed for FC a much better code that involves outside saving of the fuel values for each craft, but until yesterday, it was thoroughly incompatible with squadrons, so I couldn't update it elsewhere. I'm currently working on a new algorithm that should eliminate this issue entirely and will test it over the next week in my build of FC. If it does work reliably, then I'll make a variant of it for vanilla.
Firestorm🗿 27 Mar, 2019 @ 2:20pm 
I tried using this mod last night and I never experienced my strikecraft returning to a carrier to refuel. Is this broken?
Rufus Shinra  [author] 26 Mar, 2019 @ 4:40pm 
2/2

But, and I am actually considering it while I type this, there miiiight be a way around this. I could try and see to add some lines of code to store and check the fuel status of the rest of the squadron and then harmonize the whole stuff.

*thinks a bit*

That actually could work pretty decently, I'll have to check if the shipID variable works as I hope it does, but if it doesn't, I'm likely to be able to use the SobGroup to cheat around and simplify the calculation of the fuel and have it managed by squadron instead of individual fighter. If I do manage to pull it off in Flag Commander, I'll have to update this mod with the new code.

Thanks for inspiring these thoughts!
Rufus Shinra  [author] 26 Mar, 2019 @ 4:40pm 
1/2

The fuel simulation in FC should work decently well in MP, as it does not involve randomly generated numbers (that makes a big no-no to everything MP), but having tons of these, as you so eloquently say, could cause issues.

Actually, now that I am thinking a bit more about it, implementing the FC fuel simulation algorithm in Vanilla would be a problem if you play with HW2 factions, are individual crafts in a formation are doing their fuel calculations independently which causes fighter formations to start breaking away mid-flight as they reach bingo fuel independently, which, as you can imagine, can be problematic. So, in Flag Commander, I had all fighters and bombers in single flights.
Weimond 26 Mar, 2019 @ 2:48pm 
I wonder if this fuel simulation would work well in multiplayer if something like Kadesh were to be simulated with tons of Swarmers.
Rufus Shinra  [author] 26 Mar, 2019 @ 4:44am 
Good thing for you, then, I released an add-on for the mod that brings ships from WC1 and 2. Oh, and the Border Worlds have the Rapier.
starfury 25 Mar, 2019 @ 5:28pm 
yes, Wing Commander :) the 3d space flight sim where in numbers 1 2 and 3 your up against the evil xenophobic race known as the Kilrathi 7 foot tall walking talking cats, and THE most dangerous weapon in a carrier battlegroup is the Torpedo Bomber which each torpedo packs a fusion nuclear bomb; i still prefer the F-44G Rapier II tho for space superiority fighters; cant beat a classic like that ship
Rufus Shinra  [author] 24 Mar, 2019 @ 2:37am 
It's a total conversion for a space flight shooter series of game that feels like the Pacific War in space, so I guess it might be your thing. ^^
envy 24 Mar, 2019 @ 2:31am 
Was planning on checking it out, thanks.
Rufus Shinra  [author] 24 Mar, 2019 @ 2:28am 
If you want an idea of how the new system works, check the Flag Commander total conversion, it involves numerical display of fuel and ammunition, and the gameplay itself is entirely centered around carrier warfare and support fleets. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?l=french&id=403171608
envy 24 Mar, 2019 @ 2:18am 
Great! I really love to have fuel back in homeworld, as I'm a big fun of carriers (and hate that support frigates are basically usless)
Rufus Shinra  [author] 23 Mar, 2019 @ 1:21pm 
It should add a hidden function that progressively reduce a fuel variable. Now that I look at the code, I guess I should update it to the new code with UI I made for my main total conversion.
envy 23 Mar, 2019 @ 12:04pm 
Cause also 50km is a lot
envy 23 Mar, 2019 @ 12:04pm 
Is this mod working? I tried it and there appeared to be no change from vanilla. Also, does it just mean strikecraft need to be 50km in range of a carrier, or do they need to refuel from time to time?
Rufus Shinra  [author] 16 Jan, 2018 @ 9:42pm 
Heh, should work now.
seraphim1916 13 Jan, 2018 @ 8:17am 
Yes, still waiting
VikkelEekhorn 20 Feb, 2017 @ 2:03am 
Is this mod at all compatible with the game's current version? Or must I wait for an update?

Rufus.
Olkin 21 Jul, 2016 @ 7:44am 
I really love the idea of "automatically crawl back to the nearest carrier" neither it was heavily damage or you so called "refueling"
SoulTechnology 18 Mar, 2016 @ 5:34am 
well, i assumed your still looking at this tho, what i meant about the tohe rmods being abandonded is the last activity on them is from 5 months ago on me and some others commenting they dont work... so... i woudlent consider this one 'abandoned'
Rufus Shinra  [author] 18 Mar, 2016 @ 3:07am 
Well, yeah, this mod has been left aside for some time since I concentrated on my Wing Commander total conversion. Plus, I'm finishing a Physics PhD, so right now, I'm paused when it comes to modding, most likely until May/June.

The good news, however, is that I made some _massive_ breakthroughs when I worked on that Total Conversion, and one of them is for the fuel system, which has a whole new setup there and once it's debugged entirely, should make the fuel management even smoother.
SoulTechnology 17 Mar, 2016 @ 7:06pm 
well, dam, dam, and yay... now if only the "add 2 detroyers ot the 2 carriers only gamemode" mod worked... would make for some wonderfull strategic gameplay, speshally on some of the custom maps i found... to bad that mod seems ot be abandoned :(

also... the variouse but non-functioning and abondoned mods that incease carriers dock capacity... why all the abandoned mods !!!
Rufus Shinra  [author] 17 Mar, 2016 @ 6:06pm 
Nope to all three.
SoulTechnology 17 Mar, 2016 @ 4:21pm 
some questions.

1- does this work with other mods? mainly ones that add new strikecraft and/or carriers (or whole factions

2- does this 'auto return to carrier' work with support craft such as support frigates (also battlecruisers, but mainly frigates since you cant dock but can land and repair at them)

3- does feul affect corvettes? i feel it shoudlent due to ther elarger desighn, that, or there feul should eb SEGNIFICANTLY ( a fyew kilometres instead fo metres) greater then strike craft.
Fox 15 Mar, 2016 @ 10:05am 
Thanks for the answer! :steamhappy:
Rufus Shinra  [author] 15 Mar, 2016 @ 5:06am 
There is no difference between players and AI.
Fox 14 Mar, 2016 @ 7:20pm 
I know this may be a stupid thing to ask, but does this also make the AI have limited fuel?
R-TEAM 13 Jun, 2015 @ 8:04am 
Hi,
sad - in the actual relase, scouts dont refuel on mothership.Its look the mod is broken ...
(have not tested other crafts..)

Regards
R-TEAM 13 Jun, 2015 @ 7:12am 
Hi, very nice mod , for players who like micromanage fuel :)
Only one point is not "Perfect" (IMHO :) ) : i cant see the Fuel left .....
Can this be implemented ?
Regards
ZoneTan Deadmaster 18 May, 2015 @ 11:37am 
for the idea of salvette to capture why not make it refuel them enough to fly to the closest carrier at the expense of the salvettes fuel
Just a thought :D
Klyph 13 Apr, 2015 @ 11:33am 
is this going to be updated with the suggestions from ironside? that would be awesome and just the mod I need!
Rufus Shinra  [author] 29 Mar, 2015 @ 2:12pm 
Oh, that I know. But to get a salvette to cap them, OTOH...
Iron Templar 29 Mar, 2015 @ 1:34pm 
although im no expert. if you could find the code that makes Fighters fly to carriers when you tell them to take that code and modife it with a trigger that when they only have enogfh fuel to get back it sets off the trigger that auto sends them back to carrier, support friget, etc.
Rufus Shinra  [author] 29 Mar, 2015 @ 1:03pm 
That's an idea, though I don't know how to implement it. Any idea?
Iron Templar 29 Mar, 2015 @ 11:43am 
hey dude heres an idea. how about when strike craft reach bingo fuel AKA only enogh to return they go back to carrier/mothership and you can't give them order till they have refueled also could you make it so if they can't make it back. because the carrier was dystroyed and the ran out of fuel can you send a salvage corvet to bring them back
Rufus Shinra  [author] 29 Mar, 2015 @ 3:20am 
I'll give it a look, thanks!
Bigzamu 29 Mar, 2015 @ 12:08am 
Xsystem on ModDB has a indicator thingy which can be used for other stats
Rufus Shinra  [author] 27 Mar, 2015 @ 1:49pm 
No, the crafts are linked to their faction's carrier.
vfin621 27 Mar, 2015 @ 1:23pm 
Does capturing Kadeshi Fuel Pods work with this mod?
Fluffy 15 Mar, 2015 @ 5:22pm 
so i gave this mod a shot as i absolutely LOVE the idea opf bringing back the strikecraft range. i tried out starting at mission one and wanted to test it. so i commanded my strikecraft out into the far reaches. from thsi point all manner of strange things happened.

1. two of my scouts traveleda ll the way there at full speed, another 5 of them slowed to a snails pace as intended, and the remaining single scout just came to a complete stop and i was unable to issue it any orders, dead in the water
2. upon recalling my strinke craft to dock the all returned except at differing speeds, and the dead in the water craft never returned
3.after docking and undocking all my scouts became dead in the water and impossible to move, simply stuck in place.

I would really love to use this mod but as is there is just no way I can. what if I accidently go out of range?
Metroid 15 Mar, 2015 @ 2:19am 
this break the kadeshi swarmer, they aren't refueling on the pods
23-Down 14 Mar, 2015 @ 10:14am 
Nice perhaps you could even mix that then with the old vanilla battle chatter indicating that they're running out of fuel... Interesting mod...