Craft Collisions option

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Craft Collisions option

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Phoenix Leader
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Post by Phoenix Leader » Wed Aug 08, 2018 3:36 pm

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.

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Post by Bman » Wed Aug 08, 2018 11:20 pm

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).
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keiranhalcyon7
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Post by keiranhalcyon7 » Thu Aug 09, 2018 6:25 am

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.

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Post by Phoenix Leader » Fri Aug 10, 2018 4:41 am

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.

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Epsilon Eridani
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Post by Epsilon Eridani » Fri Aug 10, 2018 5:13 am

Did you turn the "Tour Invulnerable" option ON?

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Post by Phoenix Leader » Fri Aug 10, 2018 5:45 am

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.

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Epsilon Eridani
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Post by Epsilon Eridani » Fri Aug 10, 2018 6:01 am

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.

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Post by Phoenix Leader » Fri Aug 10, 2018 6:46 am

The Invincible status prevents a craft from getting under 1% hull, but I've never heard about preventing damage from collisions.

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Epsilon Eridani
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Post by Epsilon Eridani » Fri Aug 10, 2018 9:41 am

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?

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Post by Phoenix Leader » Fri Aug 10, 2018 12:24 pm

Wait a moment, all the hyper buoys are set to Invincible, and all of them can be flown through.

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Epsilon Eridani
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Post by Epsilon Eridani » Fri Aug 10, 2018 12:59 pm

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.

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Driftwood
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Post by Driftwood » Fri Aug 10, 2018 5:27 pm

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.

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Post by Phoenix Leader » Sat Aug 11, 2018 10:35 am

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

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Epsilon Eridani
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Post by Epsilon Eridani » Sat Aug 11, 2018 10:47 am

Is Legends Star Wars so different from Canon Star Wars?
https://www.youtube.com/watch?v=s2hM1tyEL0U

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Post by Phoenix Leader » 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.

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Post by Phoenix Leader » Sun Aug 12, 2018 12:20 am

Here are a few considerations on hyper-speed warheads with their pros and cons: https://www.youtube.com/watch?v=7pLdjf2NSiU

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Epsilon Eridani
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Post by Epsilon Eridani » Sun Aug 12, 2018 12:35 am

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).

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Post by Phoenix Leader » Sun Aug 12, 2018 12:45 am

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.

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Epsilon Eridani
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Post by Epsilon Eridani » Sun Aug 12, 2018 12:48 am

There is also another reason: the response time of the detonator depends on a sort of triggered signal which cannot travel faster than light.

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Post by Phoenix Leader » Sun Aug 12, 2018 1:06 am

A detonator on a hyper-speed warhead would be completely useless, since the kinetic damage is at least 3 orders of magnitude higher.

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Post by Driftwood » Sun Aug 12, 2018 1:17 am

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.

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