Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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!
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.
Rufus.
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.
also... the variouse but non-functioning and abondoned mods that incease carriers dock capacity... why all the abandoned mods !!!
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.
sad - in the actual relase, scouts dont refuel on mothership.Its look the mod is broken ...
(have not tested other crafts..)
Regards
Only one point is not "Perfect" (IMHO :) ) : i cant see the Fuel left .....
Can this be implemented ?
Regards
Just a thought :D
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?