flight deck filter quandry

This is the place for all questions related to modding Starshatter.
Post Reply
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

flight deck filter quandry

Post by Dragonlead »

To all the wiser heads out there:

I am unable to create a flight deck that will only allow LCAs to take off. If I use the 0xf filter, it works fine, but if I use 0x8, it doesn't. 0x6 works great for fighters and attack birds. What am I missing?

V/R
USAF Ret.
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: flight deck filter quandry

Post by wdboyd »

Salutations,

Try this.... when you create you CARRIER squadrons in the mission editor.... only have LCA craft assigned to the carrier.

If there are no fighter or attack squadrons assigned, they will not appear. [;)]

Keep em flying. [:D]
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: flight deck filter quandry

Post by Dragonlead »

Don't take this wrong but...

Obviously that would work. My whole point is that I want to have a mixed bag of squadrons. Face it, you can't take over planets without ground troops and fighters don't haul Marine invasion forces.

V/R
USAF Ret.
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: flight deck filter quandry

Post by wdboyd »

No problem here. I realized my answer wasn't optimum. I'd like to know if it's possible to have them all on the same carrier too. [:D]

But along the same lines as my original comment: [:'(]

You could have a dedicated ASSAULT Carrier that holds only the LCA craft.

Then have a Air Support Carrier that has the fighter/Attack craft.

I know you wan't eveything to be on one carrier but this could be a workaround.
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: flight deck filter quandry

Post by Dragonlead »

Actually, that isn't very different from how the USN does things now anyway.

And it's easy to have everything on one carrier. The 0xf filter (used in the spot command) allows everything to take off (just load up an Orion and you will see what I mean.) My problem is how to sucessfully LIMIT this ability.
Basically, my new Shokaku class carrier has a rear-facing launch bay that I want to be an LCA only area. However, there is another problem besides the first one. If I want to launch an LCA first, the AI tries to launch it out of the first available bay. My first two (forward-facing) are restricted with an 0x6 filter. This causes the LCA to preflight and then sit. It doesn't show up in the bay on-screen either, and you can no longer access that vehicle, period. The same is true for the fighter/attack if you have anything other than 0xf or 0x6. I'm at a loss here.

V/R
USAF Ret.
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: flight deck filter quandry

Post by wdboyd »

Do you happen to have a copy of the Orion carrier .def?

Is your rearward facing bay, Bay 1? And is it restriced to LCA usage? The AI most likely wants to use the bays from 1-3 etc. in that order.

I understand what you want to do. A carrier Captain should have complete control of the operations of his ship. And like any Captain you want everything to work the way you want. The games AI gets in the way.

It's problematic to have active AI and still have the control one wants even with methods to restrict the games AI.

It's too bad we can't set a event timer to prevent certain ships from becoming available until one wants. [:D]
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: flight deck filter quandry

Post by Dragonlead »

It's too bad we can't set a event timer to prevent certain ships from becoming available until one wants.

No I don't have the Orion.def. That would be nice for use as a comparison. However, I think the sample def from the Starshatter site is a fairly close approximation.

Actually, Bay 3 is my LCA only (or should be) bay. The AI does seem to want to go in sequential order.

I'm not sure what you mean about the event timer because you can do exactly that, unless you mean something other than what I'm thinking.

V/R
USAF Ret.
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: flight deck filter quandry

Post by wdboyd »

ORIGINAL: Dragonlead

I'm not sure what you mean about the event timer because you can do exactly that, unless you mean something other than what I'm thinking.

V/R

I was thinking of the Mission Creator event option of HOLD for a craft. It's probably not feasable. Just brainstorming. [:D]
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: flight deck filter quandry

Post by Dragonlead »

There is a procedure you can use that will allow ship arrivals upon certain cues.

I developed a single mission using my own stuff and stock stuff as well where part of it has a pair of frigates jump in to play escort for a damaged ship. The trick is that you use the hold command BUT IN A DIFFERENT SECTOR OF THE SAME SYSTEM. Then when you want them (ie, your specific cue) you have them quantum in. You can even go so far as to give specific coordinates. If you want, I can send you the script for that mission.

V/R
USAF Ret.
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: flight deck filter quandry

Post by wdboyd »

Yes... send my your mission script. Thanks.
"Time is a great teacher, but unfortunately it kills all its pupils!"
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: flight deck filter quandry

Post by Dragonlead »

you've got mail.

V/R
USAF Ret.
ronin1979ca
Posts: 17
Joined: Wed Mar 08, 2006 3:37 am

RE: flight deck filter quandry

Post by ronin1979ca »

flightdeck: {
name: "Launch Deck",
abrv: "LDeck",
loc: (550, 5, 500),
// cam: (550, 5, 700),
start: (550, 5, 500),
end: (550, 20, 2300),
spot: { loc: (600, -100, 150), filter: 0x7 }, //<-----------Fighter only slot
spot: { loc: (500, -100, 150), filter: 0x8 }, //<-----------LCA only spot
launch: true,
max_ships: 12,
cycle_time: 10,
size: 64,
hull_factor: 0.85,
}

Each spot supplies a wait position for that flight deck before ships are moved into launch pos. The x7 are for fighters and the x8 are for lca's. LCA's wont cue without their spot and same for fighter. You can have multiple of either type. Hope this is the info you wanted.
Chris
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: flight deck filter quandry

Post by Dragonlead »

Ronin,

Thanks for the assist. However, what you have will allow both fighters/attack AND LCA to use the same runway. I am trying to create a deck that will ONLY allow LCA. If you take out either of those spot positions, the launch AI starts to go buggy, because it won't cycle through to a subsequent deck that will allow the type to be launched.
For example:

Bay 1 fighter/attack only
Bay 2 fighter/attack only
Bay 3 LCA only

If I launch 3 groups of four fighters, the third 4-ship hangs up.
If I launch 3 individual LCAs, only the third will actually launch.

This is what I am trying to resolve.

V/R
USAF Ret.
Post Reply

Return to “Starshatter Modding Forum”