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View Full Version : Satellite Formation setting


thorfrog
January 9th, 2002, 11:47 PM
Hey how about satellite formation settings. This way they are not just at one location at a planet. Designed to make a more efficient defense. Example bellow as a typical formation.

O- Planet
x- Satellites


x x x


x O x


x x x

You can set how many satellites at certain positions. Ect.

thorfrog
January 9th, 2002, 11:55 PM
I think updating satellite formation would make them more effective. Not like they are currently. How about mobility thrusters. Enough to allow them to move one square. Use this as a quick fix until formation editors are possible.

In the real word satellites already have mobility thruster to manuver. I think this tech should exist.

Puke
January 9th, 2002, 11:55 PM
i thought i remember seeing a mention in the history file that they fixed it so that sats and bases are distributed more evenly in orbit of the planet, and/or sats can be launced in multiple, smaller Groups.

Puke
January 10th, 2002, 12:05 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by atomannj:
I think updating satellite formation would make them more effective. Not like they are currently. How about mobility thrusters. Enough to allow them to move one square. Use this as a quick fix until formation editors are possible.

In the real word satellites already have mobility thruster to manuver. I think this tech should exist.<hr></blockquote>


sat and base movement is now working (see the Version of the DEVNULLMOD that GeoSchmoe patched for se4 v1.49)

you can simply create a sat engine that gives combat movement. or maybe its just bases, now i cant remember. i will have to check.

Phoenix-D
January 10th, 2002, 12:42 AM
Nope, Sat movement does NOT work. The engines in the Devnull mod are non-functional.

Phoenix-D

Suicide Junkie
January 10th, 2002, 01:01 AM
For Gold, Sats get boosted range, so it dosen't matter which side they start up on.
Its quite easy to add & edit the mounts as nessesary.

(The distribution will still leave you with sats on the wrong side, but they get enough bonus range to shoot across the planet anyways)

Puke
January 10th, 2002, 01:16 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
Nope, Sat movement does NOT work. The engines in the Devnull mod are non-functional.

Phoenix-D<hr></blockquote>

in Version 1.35, combat movement for bases is working. sat movement is not. i thought i heard that in 1.49 that regular movement for bases and sat movement also worked, but i could have been wrong. i cant find the file to download in the new mod directory on shrapnels server to see, and the copy on the PBW server is obviously unreachable.

Phoenix-D
January 10th, 2002, 03:33 AM
I checked, Puke, they don't work. *Base* movement I didn't check.

Phoenix-D

Shyrka
January 10th, 2002, 01:12 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by atomannj:
In the real word satellites already have mobility thruster to manuver. I think this tech should exist.<hr></blockquote>

AFAIK they can only change its height, modify its orbital velocity and turn over its axis. They cannot stop its orbital movement, nor move across the space like a drone (I'm not sure :confused http://forum.shrapnelgames.com/images/icons/icon7.gif

Q
January 10th, 2002, 03:18 PM
I believe that combat movement for sats might not be so good: The sats might move towards the enemy and leave the planet undefended. I already use a mount modification for sats with higher range and this works very well in my experience.

[ 10 January 2002: Message edited by: Q ]</p>