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Download the Timmy51 Single Player A51 Mod A51 "Accept the Inevitable" News Department
#1
Posted 05 July 2010 - 07:07 PM
Here is the link to the SP mod.
It has not been tested. Please report bugs in this forum.
Timmy51 Single Player Asylum 51 Mod
I am not responsible for credits. The game is dead. The makers of various components can sue me. I'm not sure what's in it anyway.
It has not been tested. Please report bugs in this forum.
Timmy51 Single Player Asylum 51 Mod
I am not responsible for credits. The game is dead. The makers of various components can sue me. I'm not sure what's in it anyway.

Glock 36
European-American.
(Sort of like African-American but a whole lot smarter)
#6
Posted 16 July 2010 - 12:45 AM
First, let me say thanks to Timmy and Glock, Nice mod Timmy. Well done. The new ships are nice, and the enhanced effects and sounds are a nice touch.
I have found a bug.
I got to the point just before you have to kill Tekagi. I purchased the bounty hunter barracuda. To my surprise, the torpedo's fire backwards! Yep, the smoke goes forward but the torp shoots backwards! I later upgraded to the anubis, and the same thing happens!
This could be a fun feature im m/p mode when flying in formation mode!
I have found a bug.
I got to the point just before you have to kill Tekagi. I purchased the bounty hunter barracuda. To my surprise, the torpedo's fire backwards! Yep, the smoke goes forward but the torp shoots backwards! I later upgraded to the anubis, and the same thing happens!
This could be a fun feature im m/p mode when flying in formation mode!
#10
Posted 16 July 2010 - 03:23 PM
Sounds like a new feature!
Nice find Swede, there's was always going to be something somewhere, serves me right for not testing it before releasing it.
I'll fix these things, if there's interest I might well make an opensp version, much faster combat with an empthasis on missile combat and cap ship encounters.
I could possibly make an Anonymous mod with torpedos and missiles that fire backwards and countermeasures and mines that get spat out of the cockpit.
Nice find Swede, there's was always going to be something somewhere, serves me right for not testing it before releasing it.
I'll fix these things, if there's interest I might well make an opensp version, much faster combat with an empthasis on missile combat and cap ship encounters.
I could possibly make an Anonymous mod with torpedos and missiles that fire backwards and countermeasures and mines that get spat out of the cockpit.

#13
Posted 17 July 2010 - 02:35 AM
did you make custom launchers? If so, those have a a bad z axis that needs to be negative because negative points forward. Or perhaps we are being bulshitted here.
Try turning the launchers around backward and see what happens.
Try turning the launchers around backward and see what happens.

Glock 36
European-American.
(Sort of like African-American but a whole lot smarter)
#14
Posted 17 July 2010 - 03:56 AM
Timmy51m, on 16 July 2010 - 10:23 AM, said:
Sounds like a new feature!
Nice find Swede, there's was always going to be something somewhere, serves me right for not testing it before releasing it.
I'll fix these things, if there's interest I might well make an opensp version, much faster combat with an empthasis on missile combat and cap ship encounters.
I could possibly make an Anonymous mod with torpedos and missiles that fire backwards and countermeasures and mines that get spat out of the cockpit.
Nice find Swede, there's was always going to be something somewhere, serves me right for not testing it before releasing it.
I'll fix these things, if there's interest I might well make an opensp version, much faster combat with an empthasis on missile combat and cap ship encounters.
I could possibly make an Anonymous mod with torpedos and missiles that fire backwards and countermeasures and mines that get spat out of the cockpit.
f### yeah

#15
Posted 17 July 2010 - 03:07 PM
Well, I know what's causing it, all I've got to do now is work out how to fix it.
It's to do with the launch speed of the standard missiles (not homing) and torpedos.
They both launch with a speed of -20, it's a neat feature that adds a delay to the projectile launch. You will see the projectile drop back behind the ship, then after a delay the motor fires and the projectile accelerates forward, the sound effects are also timed to match the delay. If the ship is moving forward when they are fired it works as intended, but if the ship is stationary then for some reason they fire backwards. Explains why I never noticed it and the NPC's are firing the missiles normally.
I'll figure out a fix, there's an easy one but I kinda like the feature so I want to make it work in the fashion it's intended to.
It's to do with the launch speed of the standard missiles (not homing) and torpedos.
They both launch with a speed of -20, it's a neat feature that adds a delay to the projectile launch. You will see the projectile drop back behind the ship, then after a delay the motor fires and the projectile accelerates forward, the sound effects are also timed to match the delay. If the ship is moving forward when they are fired it works as intended, but if the ship is stationary then for some reason they fire backwards. Explains why I never noticed it and the NPC's are firing the missiles normally.
I'll figure out a fix, there's an easy one but I kinda like the feature so I want to make it work in the fashion it's intended to.

#18
Posted 18 July 2010 - 12:52 PM
No joy. Look's like projectiles are dependant on the ships velocity to determine the resulting launch velocity.
If a projectile has a muzzle velocity of -20 like the ones in question here, then the ship has to have a forward velocity of at least 21 at the time of launch or it will be travelling backwards when the motor fires. The dispersion angle of 0.00001 makes sure the projectile isn't flipping over due to the impulse of a negative launch velocity, so therefore, whatever direction the projectile is travelling in when the motor fires is the direction the motor will accelerate it in. The limitations of an engine that were not intended for such tom foolery.
Guess it has to be a positive launch velocity to ensure projectiles function as intended. An easy fix which will be included in an open sp version I'm working on at the mo.
If a projectile has a muzzle velocity of -20 like the ones in question here, then the ship has to have a forward velocity of at least 21 at the time of launch or it will be travelling backwards when the motor fires. The dispersion angle of 0.00001 makes sure the projectile isn't flipping over due to the impulse of a negative launch velocity, so therefore, whatever direction the projectile is travelling in when the motor fires is the direction the motor will accelerate it in. The limitations of an engine that were not intended for such tom foolery.
Guess it has to be a positive launch velocity to ensure projectiles function as intended. An easy fix which will be included in an open sp version I'm working on at the mo.

#19
Posted 19 July 2010 - 05:08 AM
Swede Savage, on 16 July 2010 - 01:45 AM, said:
First, let me say thanks to Timmy and Glock, Nice mod Timmy. Well done. The new ships are nice, and the enhanced effects and sounds are a nice touch.
I have found a bug.
I got to the point just before you have to kill Tekagi. I purchased the bounty hunter barracuda. To my surprise, the torpedo's fire backwards! Yep, the smoke goes forward but the torp shoots backwards! I later upgraded to the anubis, and the same thing happens!
This could be a fun feature im m/p mode when flying in formation mode!
I have found a bug.
I got to the point just before you have to kill Tekagi. I purchased the bounty hunter barracuda. To my surprise, the torpedo's fire backwards! Yep, the smoke goes forward but the torp shoots backwards! I later upgraded to the anubis, and the same thing happens!
This could be a fun feature im m/p mode when flying in formation mode!
Love it. Bet he did that on purpose.

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