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Forum Index » » Beta Testing Discussion » » IDEA: fighter control panel.
 Author IDEA: fighter control panel.
Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2009-10-07 16:04   
(Excuse me posting so many topics on fighters in such a short time)

Why dont we have a Fighter Control Panel for carriers.

functions of it:

monitor status and numbers of fighters out there
target designation
interceptor auto-targeting on/off
display fuel level(fighters seem to disappear after a while)
Quick refuel option with auto on/off(it RTB's then re-launches after 10 sec)
Group formation(so the fighters work as a group)
weapons loadout (eg. EMP or Pcannon? Bio or MiRV?)


I would love to see this implemented. it would make things so much more interesting, and it would realy compliment the ability of carriers like the agincourt to fight in battles.

[ This Message was edited by: iwancoppa on 2009-10-07 16:27 ]
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-10-07 18:42   
The whole problem with monitoring the fighters is well... monitoring them. Each fighter must be monitored continuously for multiple conditions; which isn't a problem with say 3-4, but when dozens of them are in the air; things can go sour very quickly; I would venture monitoring one fighter takes more cpu than hosting a player ship.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2009-10-07 20:41   
reply by monitoring i just mean realy is it in the air and what is it.
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-10-08 15:42   
Imagine watch a clock tick and recording that single tick. Now imagine doing that for 5 minutes. Now imagine doing that to 8 different clocks with 5 different intervals. Now do it with 16.... Its actually fairly simple to track a set number of objects, but when its dynamic, its a whole new ballgame...
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2009-10-09 04:31   
when we got a fighter interface i can immagine that the unit of fighters might want to be revised a bit..

Instead of individual fighters as objects, i would go for a Unit, Group or a whole Squadron as a object and let it have its own HP and if possible a changing graphical model depending on the HP value
(Example:: four righters as a unit, get shot and when you go below 75% HP you get a new graphical model only showing three fighters.)

This will reduce the count a but.. not only the data to keep track of. but reduced gadget count, more easyer to handle the Fighter interface (giving orders to 8 individual fighters of just 3 Units?
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-10-09 17:15   
Its possible to make an "Monitoring object" to track smaller ones, so the "drones" can function independently, but still be given orders/tracked through metatables. No need for new graphics and inherits existing code.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2009-10-09 21:49   
I think that having them act as "one" body isnt a good idea, because that makes then dumb and stpuid and blablablablat;dtbd;m,svthr; and it goes onrtdklawxwerdydg

Also you say about "easier to handle", thats the whole point of the "grouping" feature. so you can select them as a group, addurr
[ This Message was edited by: iwancoppa on 2009-10-09 21:50 ]
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-10-10 13:14   
The "grouping" feature gets exponentially more complicated and cpu hungry with the more groups you have as opposed to a single squadron.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2009-10-10 15:46   
Is it just me, or are you trying to shoot down yet another good idea?

Grouping would not be CPU hungry.... and Why is that a problem, because you can get damn fast CPU's anyway....
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2009-10-10 22:46   
As for with any concerns with lag on the fuel monitoring, i'd just have a template of each ship that says how long its fuel lasts, then put that on a simple timer that starts on launch and resets on refuel.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2009-10-12 01:47   
Quote:
On 2009-10-10 22:46, iwancoppa wrote:
As for with any concerns with lag on the fuel monitoring, i'd just have a template of each ship that says how long its fuel lasts, then put that on a simple timer that starts on launch and resets on refuel.

O that isn't hard, they already got a airtime since there currently just missiles that miss with weapons on em. They got a alive time i think it was around 420 seconds ? i'll have to look.
Just access that already running counter.. because when its gets to 0, plop byby fighter.
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-10-12 14:30   
granted the only fighters that are out for 8 minutes have been left behind thousands of gu away.
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