By Peter Thoenen (Eol) on Wednesday, June 05, 2013 - 04:43 am: Edit |
In which way, i.e. how does it correspond exactly
By Stephen McCann (Moose) on Wednesday, June 05, 2013 - 10:16 am: Edit |
Peter, if you look in the programming priorities thread there is a fuller explanation by Paul.
By Josh Driscol (Gfb) on Sunday, June 09, 2013 - 08:17 am: Edit |
How do you set plasma expendables from the EA form?
And how is base rotation supposed to work I've tried setting a base to different rotation rates and advanced to the impulses they should rotate and get no prompt to rotate them.
By Josh Driscol (Gfb) on Sunday, June 09, 2013 - 08:49 am: Edit |
I think I figured out the base rotation, the client send the owner of the base a message that the BS is supposed to rotate.
By Paul Franz (Andromedan) on Sunday, June 09, 2013 - 11:00 pm: Edit |
To set Plasma Expendables via the EA form, enter the following after the amount of energy you are putting into EA:
"plasma mode""type of plasma"
where:
"plasma mode" is:
r , roll delay
e , EPT
s , Standard
"type of plasma" is:
f , Plasma-F
g , Plasma-G
s , Plasma-S
r , Plasma-R
For example,
ss - Standard Plasma-S
er - EPT Plasma-R
Note #1: If you use just the plasma mode letter, the type of plasma will be equal to the plasma launcher (i.e. just you an "s" for a Plasma-R launcher will give you a Plasma-R)
Note #2: If you type the letters in incorrectly, there is no warning.
By Josh Driscol (Gfb) on Thursday, June 13, 2013 - 01:30 am: Edit |
Is there any way shotgun mode could be added to the automatic detection of expendables from the EA?
Currently there is no support for shotgun plasma so this may be more work than its worth since the client will need to be taught how to do shotgun plasma in the first place.
My other suggestion would be to add the ability to set sabot speed for all the different types of plasma perhaps with a "b" for boosted speed.
So sfb would be a Sabot Plasma F Standard.
Since the client already has the ammunition for sabot plasma this could be a much easier job than adding support for shotgun mode.
By Paul Franz (Andromedan) on Saturday, June 15, 2013 - 08:13 am: Edit |
Josh,
As you point out to implement the shotgun in the EA. I would need to support shotgun plasma in the client in general.
When it comes to Sabot. That is possible.
By Josh Driscol (Gfb) on Wednesday, June 19, 2013 - 08:52 am: Edit |
Is there any way to set grid size and move boxes on the SFB Fighter Definition tool.
I took a look at the FC Fighter definition tool and it has a menu for setting scale and grid size, but I cant figure out how its done in the SFB version.
So does anyone know how you set grid size and align boxes in the SFB Fighter Definition tool.
By Josh Driscol (Gfb) on Tuesday, June 25, 2013 - 10:15 am: Edit |
I remember asking about the bug that's currently preventing other players from seeing the graphic part of user defined ships.
Was the bug not fixed in the recent update?
Any suggestions for getting these ships to work for both players, we have tried it with both players having the file in their library but it doesn't seem to work yet.
By Paul Franz (Andromedan) on Tuesday, June 25, 2013 - 04:13 pm: Edit |
Josh,
Yes. The bug was fixed where the counters for local User-Defined defined ships used the Generic counter.
As long as the files are in the same relative directory under library/SFB you should be good.
By Josh Driscol (Gfb) on Thursday, June 27, 2013 - 09:17 am: Edit |
Ill do a little more experimenting, it does seem to work for me when I log in a demo account into a room with user defined ship its SSD shows up.
That makes me think that the problem is where the other players are putting the file in their directory.
By Paul Franz (Andromedan) on Thursday, June 27, 2013 - 09:55 pm: Edit |
The relative sub-directory under the library/SFB directory needs to match. And in some cases (i.e. Windows vs. Linux) the case of the file and directory needs to match too.
Ask the other players where they are putting the files.
By Pete DiMitri (Petercool) on Tuesday, November 12, 2013 - 07:52 pm: Edit |
Hey,
Is there anything in the client to have units docked? I know that modules and pods can be attached, but I'm talking about ships docking to bases.
By Matthew Potter (Neonpico) on Wednesday, November 13, 2013 - 03:27 am: Edit |
IMHO, you don't need/want to do anything special in the client to handle Docked units, except perhaps (maybe, if Pseudo-Speeds are an issue. I don't remember) tell the client one has a tractor on the other. Telling the Client they are attached (like a tug pod or BAM) is not the route to go, because then internals from one will flow into the other. This is a similar case with Andromedan Sat Ships, I believe.
By Josh Driscol (Gfb) on Sunday, December 01, 2013 - 03:33 pm: Edit |
Why is there a "Fire" button on the piece list/game control menu?
A lot of new players use that to fire and it happens outside the sequence of play in some made up segment 0.
I think it confuses some people, they think if there is a fire button that's how you should fire your weapons but it should all be done with the activity button so its done in the proper order.
By Michael Kenyon (Mikek) on Sunday, December 01, 2013 - 08:50 pm: Edit |
Pete,
Were you talking about external or internal docking?
For external, I think Matt has the right of it. For internal docking, I don't know of anything, but I also haven't tried it.
In the similar camp, I'm not sure how it's handling hangar hits for Andro ships.
Mike
By Paul Franz (Andromedan) on Monday, December 02, 2013 - 05:52 am: Edit |
Josh,
Depends on your opinion on C4F vs. Pure Impulse. The "Fire" button currently brings up the "Fire Decision" segment in the "Activity" window. If you are playing by Pure Impulse this would be the correct thing to do. If you are using the Call 4 Fire way of playing, then it is not going to the "Displacement Device" segment which is what is expected. It is something I will need to think about how to resolve, because I like having the button. But I can see how it can create some confusion when playing in using C4F.
Michael,
Unfortunately, I have yet to add support for internal docking for Andromedan ships. Externally docked can use the tractoring method.
By Matthew Potter (Neonpico) on Monday, December 02, 2013 - 12:00 pm: Edit |
Since my last post on the issue, I've done some digging in the rules about Andromedan Sat Ships.
The rules state that Shuttle hits (on the mothership) are instead allocated against the Sat Ship(s). The way the client handles this, is to apply Shuttle hits against the Hangers (which is why I tend to independantly mark them as destroyed when not using Sat Ships). But this does mean that if you get a massive volley, you can run out of Hanger boxes before you run out of hits to allocate to them.
By Michael Kenyon (Mikek) on Monday, December 02, 2013 - 12:11 pm: Edit |
Paul,
By that are you saying that you're handling internal docking for starbases, FRDs, Kzinti PFTs etc. properly? If so, that's awesome.
Mike
By Paul Franz (Andromedan) on Monday, December 02, 2013 - 01:11 pm: Edit |
Mike,
I am not handling any internal docking. (i.e. I totally forgot you could dock internally on StarBases, FRDs and PFTs)
By Michael Kenyon (Mikek) on Monday, December 02, 2013 - 03:52 pm: Edit |
K,
I assumed not because, really, it's a major corner case. I don't think I've ever used the rule, but as I said, one of those things that would be awesome if it was handled.
Of all the cases, I'd imagine that internally docking for Andros is the most common one by far.
By Pete DiMitri (Petercool) on Friday, May 02, 2014 - 12:19 pm: Edit |
Two questions about the client:
1 - Is there any way that the client would handle hidden deployment of mines?
2 - Same question about hidden cloaked units.
By Paul Franz (Andromedan) on Friday, May 02, 2014 - 04:35 pm: Edit |
1. Yes and no. The mines will not show up on the board of your opponent but when you add the mine. Your opponent gets notified that it was added and where. (Some thing I need to fix)
2. Not at the moment. Though it should be possible given that it works, mostly for mines.
By Clayton Krueger (Krieg) on Saturday, May 24, 2014 - 02:48 pm: Edit |
Hey Paul,
Somewhere, somehow I lost the 'opponents weapon status' tab in my tab bar above the large map screen a few months ago and I haven't been able to restore it. I can see 'my weapon status' tab but I used to be able to see my opponents as well. Is there a solution that you know of short of re-installing the client?
By Paul Franz (Andromedan) on Saturday, May 24, 2014 - 03:49 pm: Edit |
Clayton,
My guess is that the window is really low on the screen. (i.e. it is hidden by the task bar). One way to "solve" the issue is to change the "Weapon Status" to a tab. Right-click on the game board and "uncheck" the "Floating Windows/Weapon Status" by clicking on it.
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