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Craft Collisions option

Posted: Wed Aug 08, 2018 3:36 pm
by Phoenix Leader
Hello to this great community. I'm an old X-Wing Alliance fan who played the game back in 2000.
It's amazing to see how many edits have been done since then and how the game looks like with the X-Wing Alliance Upgrade Craft Pack 1.5.
I just wish to ask if anybody knows how the craft collisions option works.
I'm asking this question because I see there are crafts overlapping in some missions even with the collisions option enabled.

Thanks again for upgrading this wonderful game.

Re: Craft Collisions option

Posted: Wed Aug 08, 2018 11:20 pm
by Bman
Could be the hit zones are not mapped correctly on mesh(es) of a model.
If you are using a regular mission file, setting any craft FG to "Invincible" may allow for collisions into other models without damage.
Third, the collisions option within the skirmish room is where you can turn it on or off. I believe that is what you are referring to. Your craft either gets damaged or not (invincible).

Re: Craft Collisions option

Posted: Thu Aug 09, 2018 6:25 am
by keiranhalcyon7
FWIW, I have seen inconsistent results of collisions between starships following their flight plans, sometimes even within a single mission. IIRC, in 1b14m02 of XWC, a transport flew straight through one freighter, and then blew up trying to fly through another.

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 4:41 am
by Phoenix Leader
I experienced the problem in a campaign mission: 1b6m5b, the mission where you have to steal the Tydirium.
I've just recorded a video: https://www.youtube.com/watch?v=jQ20wPq ... e=youtu.be

I also opened the mission using AlliED: SC/2 Outpost 327 is set to Invincible.

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 5:13 am
by Epsilon Eridani
Did you turn the "Tour Invulnerable" option ON?

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 5:45 am
by Phoenix Leader
These were my settings:
Tour Difficulty: Hard
Tour Craft Collisions: Yes
Tour Invulnerable: No
Tour Unlimited Ammo: No

I was able to go through Outpost 327 even though I had the craft collisions option enabled.

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 6:01 am
by Epsilon Eridani
This is strange. The craft collisions are ON, so if SC/2 Outpost 327 is set to Invincible and you are not, then you should take damage.

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 6:46 am
by Phoenix Leader
The Invincible status prevents a craft from getting under 1% hull, but I've never heard about preventing damage from collisions.

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 9:41 am
by Epsilon Eridani
Maybe we are looking in the wrong way. When you crossed the Outpost 327, you were performing a docking operation.
Is it possible that the game enters a temporary no collision mod while a craft is performing an automated operation?

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 12:24 pm
by Phoenix Leader
Wait a moment, all the hyper buoys are set to Invincible, and all of them can be flown through.

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 12:59 pm
by Epsilon Eridani
Hyper Buoys are simple holographic objects. The Azzameen Base in 1b0m1fw is set to Invincible as well, but your craft will be annihilated if you try to fly through it.

Re: Craft Collisions option

Posted: Fri Aug 10, 2018 5:27 pm
by Driftwood
Docking disables collision temporarily since the engine forcibly moves your ship to the nearest docking point, though generally if you aren't dropping cargo it centers you on the top of the opt which is irritating aesthetically in some cases if you want to dock at a specific point. This function is working as intended. Invincible status keeps craft from going below 1% hull.

Re: Craft Collisions option

Posted: Sat Aug 11, 2018 10:35 am
by Phoenix Leader
OK, so docking temporarily disables collisions. This is a relevant step to better understand how do collisions work.
And what about entering/exiting hyperspace? Does hyperspace prevent collisions?
Uploaded 2 videos where exiting or entering hyperspace prevented collisions from occurring
1) https://www.youtube.com/watch?v=15q1UYRjNj4
2) https://www.youtube.com/watch?v=NGFTkkbQT7U

Re: Craft Collisions option

Posted: Sat Aug 11, 2018 10:47 am
by Epsilon Eridani
Is Legends Star Wars so different from Canon Star Wars?
https://www.youtube.com/watch?v=s2hM1tyEL0U

Re: Craft Collisions option

Posted: Sun Aug 12, 2018 12:15 am
by Phoenix Leader
In Canon Star Wars hyperspace missiles would inflict damage, whereas in X-Wing Alliance they would not, according to the videos in my previous post.
And most importantly such weapons could pass through every known shield technology in Canon Star Wars.
Think to Han Solo in Episode VII when the Millennium Falcon exited hyperspace after penetrating the shield of the Starkiller Base.

Re: Craft Collisions option

Posted: Sun Aug 12, 2018 12:20 am
by Phoenix Leader
Here are a few considerations on hyper-speed warheads with their pros and cons: https://www.youtube.com/watch?v=7pLdjf2NSiU

Re: Craft Collisions option

Posted: Sun Aug 12, 2018 12:35 am
by Epsilon Eridani
Hyperdrives are expensive in Episode 1, but the original trilogy is set 32 years after Episode 1.
The Empire builds fighters with no hyperdrive system to prevent pilots from escaping the battle.
I remember "Return to the battle or suffer the consequencies" in Battlefront 1 (2004).

Re: Craft Collisions option

Posted: Sun Aug 12, 2018 12:45 am
by Phoenix Leader
Hyper-speed warheads are equally dangerous to your own forces as they are to the enemy.
This is the main reason why they were never produced in the history of Star Wars.

Re: Craft Collisions option

Posted: Sun Aug 12, 2018 12:48 am
by Epsilon Eridani
There is also another reason: the response time of the detonator depends on a sort of triggered signal which cannot travel faster than light.

Re: Craft Collisions option

Posted: Sun Aug 12, 2018 1:06 am
by Phoenix Leader
A detonator on a hyper-speed warhead would be completely useless, since the kinetic damage is at least 3 orders of magnitude higher.

Re: Craft Collisions option

Posted: Sun Aug 12, 2018 1:17 am
by Driftwood
Phoenix Leader wrote:
Sun Aug 12, 2018 12:15 am
In Canon Star Wars hyperspace missiles would inflict damage, whereas in X-Wing Alliance they would not, according to the videos in my previous post.
And most importantly such weapons could pass through every known shield technology in Canon Star Wars.
Think to Han Solo in Episode VII when the Millennium Falcon exited hyperspace after penetrating the shield of the Starkiller Base.
Episode 7 broke the long established hyperspace physics, combined with the safeties installed on hyperdrives. Unless the safeties were disabled, which also is very unlikely for even Han Solo to have the knowledge or ability to disable, the ship would have exited hyperspace as soon as it hit the planet's gravity well/mass shadow far before even reaching orbit.

And I don't believe the missiles would pass through the shield, but would rather hit with so much force it'd instantly overload the shield on impact. As I recall from the old and IMO largely terrible Dark Empire series' exploits involving the Galaxy Gun.