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 Fighter Controls (I would have edited the last one but could not find it)

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Commander Kobialka
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PostSubject: how fighters should be controlled!   Sun Apr 08, 2012 5:42 pm

Now, a fighter should have a lot different controlls than that of a dread so here we go. when you press Q the fighter starts moving. d makes you go right a makes you go left s makes you pull up and w makes you go down. there done. comments? oh and space could be fire. (clicking is loud and annoying on my mouse)
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 7:12 am

You forgot rolling.

Mouse should control steering, unless it is too hard to program: you move the mouse up/down/side to control rotation.

The W and S keys control speed, and the A and D keys roll left and right, respectively.

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 7:13 am

Did I forget any direction?

Forward/back, left/right, up/down, roll.

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 10:06 am

Strafe left/right/up/down

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You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 10:23 am

Keon wrote:
Strafe left/right/up/down
How are you supposed to do that in a fighter? Suspect

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 11:16 am

I thought there weren't going to be fighters..?
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 12:52 pm

Legion wrote:
I thought there weren't going to be fighters..?
There have to be fighters.

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 2:30 pm

No
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 2:58 pm

That was Ectrimbles idea to get rid of fighters... but he is gone now.
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 4:44 pm

Keon wrote:
Strafe left/right/up/down

I don't get that. To me, strafing is just doing a dive then pulling back up.

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 4:46 pm

Lord Mackeroth wrote:
Keon wrote:
Strafe left/right/up/down

I don't get that. To me, strafing is just doing a dive then pulling back up.
You're thinking of the usual meaning of strafing in the context of fighters, which is to machine-gun enemies on the ground. He means the move sideways without turning, like Steve does when you press 'a' or 'd'.

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 6:04 pm

I dont see any problems with the pysics of that. There is no friction in space......
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 6:16 pm

But most fightercraft don't have jets mounted on the sides to make such movement possible Neutral
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 7:28 pm

Then a fundamental change will need to occur.
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 7:30 pm

Not in favor of that. I think there should be a tnt-esque addon that quickly hurtles your fighter to the side to escape from, say, incoming missiles or a laser volley, at the expense of some HP. This would give a good reason to have player controlled strikecraft because there'd be a higher survival rate and combat efficiency as opposed to drones.
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 7:48 pm

I dont think blasting charges would work in space....... If I understand them correct, they require an atmosphere.
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 7:50 pm

Pre-oxygenated charges could. Or fusion ones.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 9:11 pm

Legion wrote:
Not in favor of that. I think there should be a tnt-esque addon that quickly hurtles your fighter to the side to escape from, say, incoming missiles or a laser volley, at the expense of some HP. This would give a good reason to have player controlled strikecraft because there'd be a higher survival rate and combat efficiency as opposed to drones.

If you have a gravity manipulation drive, like the Banhammer, you will be able to move any which-what way, at incredible speeds.

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Mon Apr 09, 2012 10:00 pm

I can manipulate fire. WITH MY BEAK!
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Tue Apr 10, 2012 1:17 am


ACH0225 wrote:
I can manipulate fire. WITH MY BEAK!

So can I, genius.

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PostSubject: Fighter Controls (I would have edited the last one but could not find it)   Thu Apr 19, 2012 8:07 pm

I think fighters should controlled JUST LIKE THEY ARE IN STAR WARS BATTLE FRONT 2. For those of you that have played the game, you know what I am talking about. If not, then look up a video.
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Thu Apr 19, 2012 8:18 pm

The old topic is 18 down from this one, directly above the other one you made. The one that was locked. It's easier to spot.

Having SWBF2-style fighters would be great, except that I have no idea how they work on a keyboard. They're very intuitive on a PS2 controller, but the lack of joysticks could be a problem.

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Thu Apr 19, 2012 8:37 pm

All I can say is we better have joystick support. My friend refuses to play futurecraft without joysticks.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Fri Apr 20, 2012 7:09 am

Keon wrote:
All I can say is we better have joystick support. My friend refuses to play futurecraft without joysticks.

I have no idea how complicated that would be to code.

Fr0stbyte!

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PostSubject: Re: Fighter Controls (I would have edited the last one but could not find it)   Fri Apr 20, 2012 8:55 am

The lwjgl supports it, somewhat, so I guess it could be done...
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