Modding Battlescape

Those planets are scary.

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Awesome mountains, I like !

1 Like

As the Corvette handles reeeeeealy bad in atmosphere, i fumbled around with the settings. The following is a very, very rough setup that at least allows you to somewhat move in atmosphere without almost certain death:

<ActorConfig>
    <Actor>
        <Object Mesh="Ships/SFC-Corvette/SM_SFC_Corvette_exterior_no_cockpit_Lod0" >
            <LOD Level="1" Mesh="Ships/SFC-Corvette/SM_SFC_Corvette_exterior_no_cockpit_Lod1" />
            <LOD Level="2" Mesh="Ships/SFC-Corvette/SM_SFC_Corvette_exterior_no_cockpit_Lod2" />
            <LODPower>4.0</LODPower>
            <RejectionSize>0.01</RejectionSize>
            <Material Override="true" />
            <ThrusterModel ConfigFile="$Dev/config/thrusters/CorvetteThrusters.xml" >
                <LightsInheritVisibility>false</LightsInheritVisibility>
                <ParticlesInheritVisibility>true</ParticlesInheritVisibility>
                <ActivateDistance>4.0</ActivateDistance>
            </ThrusterModel>
            <Socket Name="s_spotlight" >
                <Light Type="Spotlight" >
                    <Outercone>50</Outercone>
                    <Innercone>40</Innercone>
                    <Color X="1" Y="1" Z="0.8" />
                    <Lumens>500000000</Lumens>
                </Light>
            </Socket>
            <PhysicsBody Type="Box" >
                <SidesSize X="0.0443999916" Y="0.0224996693" Z="0.115999997" />
                <Offset X="0" Y="-0.0002498337" Z="0.006999991" />
                <Mass>20.0</Mass>
                <Collisions>true</Collisions>
                <Bounce>0.0</Bounce>
                <Friction>1.4</Friction>
            </PhysicsBody>
        </Object>
    </Actor>
    <CockpitExternal>
        <Object Mesh="Ships/SFC-Corvette/SM_SFC_Corvette_exterior_cockpit_Lod0" >
            <LOD Level="1" Mesh="Ships/SFC-Corvette/SM_SFC_Corvette_exterior_cockpit_Lod0" />
            <LOD Level="2" Mesh="Ships/SFC-Corvette/SM_SFC_Corvette_exterior_cockpit_Lod0" />
            <LODPower>4.0</LODPower>
            <RejectionSize>0.01</RejectionSize>
            <Material Override="true" />
        </Object>
    </CockpitExternal>
    <CockpitInternal>
        <Object Mesh="Cockpits/SFC-Corvette/SM_SFC_Corvette_Cockpit" >
        </Object>
        <ViewPosition X="0.000419" Y="0.005066" Z="0.020683" />
        <Head>
            <Yaw Min="-72" Max="72" />
            <Pitch Min="-72" Max="51" />
        </Head>
    </CockpitInternal>
    <FrontLight Socket="s_spotlight" />
    <Physics>
        <RampUpFactor>4.0</RampUpFactor>
        <LinearThrust X="0.65" Y="0.75" Z="1.25" />
        <RotationThrust X="0.3" Y="0.4" Z="0.3" />
        <RotationFriction X="0.0007" Y="0.0007" Z="0.0025" />
        <MaterialType>Metal</MaterialType>
        <Drag X="2" Y="1" Z="0.5" />
    </Physics>
    <Parameters>
        <CockpitIntensityScale>1.0</CockpitIntensityScale>
        <EmissiveIntensity>50000.0</EmissiveIntensity>
        <MainThrustersEmissiveIntensity>100000.0</MainThrustersEmissiveIntensity>
        <EnergyRechargeRate>10.0</EnergyRechargeRate>
        <EnergyTurboCost>15.0</EnergyTurboCost>
        <TurboThrustRate>2.5</TurboThrustRate>
        <TurboInitialBoost>6.0</TurboInitialBoost>
        <TurboTimerDecay>0.5</TurboTimerDecay>
    </Parameters>
    <Cameras>
        <Camera>
            <!-- chase camera behind ship -->
            <LookAt X="0" Y="0.004332" Z="0.042179" />
            <ViewPosition X="0" Y="0.028787" Z="-0.109232" />
            <MaxAge>1.0</MaxAge>
        </Camera>
        <Camera>
            <!-- front view -->
            <LookAt X="0.001770" Y="-0.004394" Z="0.015908" />
            <ViewPosition X="-0.021253" Y="0.024107" Z="0.062479" />
            <MaxAge>0.1</MaxAge>
        </Camera>
        <Camera>
            <!-- left side view -->
            <LookAt X="0.095026" Y="-0.002475" Z="-0.013086" />
            <ViewPosition X="-0.074728" Y="0.033534" Z="-0.013124" />
            <MaxAge>0.1</MaxAge>
        </Camera>
        <Camera>
            <!-- right side view -->
            <LookAt X="-0.010168" Y="0.011549" Z="-0.013015" />
            <ViewPosition X="0.065959" Y="0.033534" Z="-0.013113" />
            <MaxAge>0.1</MaxAge>
        </Camera>
        <Camera>
            <!-- top view -->
            <LookAt X="0" Y="0" Z="-0.0015" />
            <ViewPosition X="0" Y="0.018" Z="-0.0025" />
            <MaxAge>0.1</MaxAge>
        </Camera>
        <Camera>
            <!-- bottom view -->
            <LookAt X="0" Y="0" Z="0.001" />
            <ViewPosition X="0" Y="-0.02" Z="0.003" />
            <MaxAge>0.1</MaxAge>
        </Camera>
    </Cameras>
    <Weapons>
        <Hardpoint SocketName="s_weapon_1" >
            <Muzzle ParticleSystem="Particles/Weapons/Muzzleflashes/Effect/100_Muzzleflash_20mm" SizeScale="0.25" Offset="0.0010" />
            <Shot ParticleSystem="Particles/Weapons/IBSProto/Effects/100_Projectile_20mm" SizeScale="15.0" />
            <Hit ParticleSystem="Particles/Weapons/IBSProto/Effects/100_Explosion_Burst_small" SizeScale="0.20" />
            <Sound Name="ibs_railgun_small_medium_01_0" Randomized="5" />
            <Frequency>0.10</Frequency>
            <ShotOffset>0</ShotOffset>
            <ShotSpeed>4.0</ShotSpeed>
            <ShotLifeTime>3.0</ShotLifeTime>
            <ShotColor X="1" Y="0.6" Z="0.2" />
            <ShotIntensity>20000000.0</ShotIntensity>
            <Damage>15.0</Damage>
        </Hardpoint>
        <Hardpoint SocketName="s_weapon_2" >
            <Muzzle ParticleSystem="Particles/Weapons/Muzzleflashes/Effect/100_Muzzleflash_20mm" SizeScale="0.25" Offset="0.0010" />
            <Shot ParticleSystem="Particles/Weapons/IBSProto/Effects/100_Projectile_20mm" SizeScale="15.0" />
            <Hit ParticleSystem="Particles/Weapons/IBSProto/Effects/100_Explosion_Burst_small" SizeScale="0.20" />
            <Sound Name="ibs_railgun_small_medium_01_0" Randomized="5" />
            <Frequency>0.10</Frequency>
            <ShotOffset>0</ShotOffset>
            <ShotSpeed>4.0</ShotSpeed>
            <ShotLifeTime>3.0</ShotLifeTime>
            <ShotColor X="1" Y="0.6" Z="0.2" />
            <ShotIntensity>20000000.0</ShotIntensity>
            <Damage>15.0</Damage>
        </Hardpoint>
        <Hardpoint SocketName="s_weapon_3" >
            <Muzzle ParticleSystem="Particles/Weapons/Muzzleflashes/Effect/100_Muzzleflash_20mm" SizeScale="0.25" Offset="0.0010" />
            <Shot ParticleSystem="Particles/Weapons/IBSProto/Effects/100_Projectile_20mm" SizeScale="15.0" />
            <Hit ParticleSystem="Particles/Weapons/IBSProto/Effects/100_Explosion_Burst_small" SizeScale="0.20" />
            <Sound Name="ibs_railgun_small_medium_01_0" Randomized="5" />
            <Frequency>0.10</Frequency>
            <ShotOffset>0</ShotOffset>
            <ShotSpeed>4.0</ShotSpeed>
            <ShotLifeTime>3.0</ShotLifeTime>
            <ShotColor X="1" Y="0.6" Z="0.2" />
            <ShotIntensity>20000000.0</ShotIntensity>
            <Damage>15.0</Damage>
        </Hardpoint>
        <Hardpoint SocketName="s_weapon_4" >
            <Muzzle ParticleSystem="Particles/Weapons/Muzzleflashes/Effect/100_Muzzleflash_20mm" SizeScale="0.25" Offset="0.0010" />
            <Shot ParticleSystem="Particles/Weapons/IBSProto/Effects/100_Projectile_20mm" SizeScale="15.0" />
            <Hit ParticleSystem="Particles/Weapons/IBSProto/Effects/100_Explosion_Burst_small" SizeScale="0.20" />
            <Sound Name="ibs_railgun_small_medium_01_0" Randomized="5" />
            <Frequency>0.10</Frequency>
            <ShotOffset>0</ShotOffset>
            <ShotSpeed>4.0</ShotSpeed>
            <ShotLifeTime>3.0</ShotLifeTime>
            <ShotColor X="1" Y="0.6" Z="0.2" />
            <ShotIntensity>20000000.0</ShotIntensity>
            <Damage>15.0</Damage>
        </Hardpoint>
    </Weapons>
</ActorConfig>

1 Like

He thank’s @Wargrim!

Which part was it, Physics, /Physics Parameters> ?

Jea mostly. Also mass ( cause Mass not calculated into friction bug ) and i think maybe turbotimerdecay. But you could just copy it all ( after backing up the original of course ).

1 Like

Been playing with the ocean settings in the latest build @ an average of 35fps,
when recording, close to the ocean surface.

Not recording I get a 41 fps average, close to the ocean surface.

78 fps in space and 65 fps @ mountain height.

on Titan X

https://vimeo.com/162960866

    <TextureQuality>3</TextureQuality>
    <LightingQuality>3</LightingQuality>
    <ShadowQuality>2</ShadowQuality>
    <GeometryQuality>2</GeometryQuality>
    <AntiAliasingQuality>2</AntiAliasingQuality>
    <TerrainQuality>3</TerrainQuality>
    <PlanetsQuality>3</PlanetsQuality>
    <MaxAnisotropy>8.0</MaxAnisotropy>

    <SeaLevel Value="0.3" />
    <Slope Power="1.0" />
    <Fractal Altitude="0.25" Slope="0.3" />
    <Biome TexRes="2048" />
</Ground>
<Ocean State="true" >
    <DeepColor Red="0.00175" Green="0.0035" Blue="0.0105" />
    <ShallowColor Red="0.0075" Green="0.030" Blue="0.0112" />
    <Spectrum TimeScale="0.5" Amplitude="0.67" Wind="370.0" />
7 Likes

I think the real problem with the oceans is not the performance impact but the fact that the transitions in terrain detail become very apparent. The changing coastline is very visible and kind of ruins the illusion of a seamless world.

1 Like

Yeah, Coastline foam, fog, clouds will fix that as soon as the guys get around to it, I’m sure.

There’s a reason they’re currently disabled by default :wink:

2 Likes

Interceptor Mod 01

Physics and Thruster mod with and some other tweaks:

Not sure if FighterThrusters.xml is just for particle effects or actual thruster particles.

FighterThrusters.xml
    <Group ID="0" DeltaIntensity="1.0" AngAccFactor="5.0" >
        <Light Intensity="87000.0" Offset="0.00015" >
            <Color X="0.76" Y="0.87" Z="0.70" />
            <FadingSize Min="0.1" Max="0.2" />
        </Light>
        <Particles Name="Particles/Thrusters/Main_Drive/Effect/P_Small_Thruster" SizeScale="0.25" />
    </Group>

    <Group ID="1" DeltaIntensity="1.0" AngAccFactor="8.0" >
        <Light Intensity="15000.0" Offset="0.00025" >
            <Color X="0.77" Y="0.91" Z="1" />
            <FadingSize Min="0.1" Max="0.2" />
        </Light>
        <Particles Name="Particles/Thrusters/M_Jet/Effect/P_Mjet" SizeScale="0.04" />
    </Group>`

Fighter.xml:

`<PhysicsBody Type="Box" >
                <SidesSize X="0.0061250944" Y="0.00253546643" Z="0.0082096823" />
                <Offset X="0" Y="0" Z="0" />
                <Mass>18.0</Mass>
                <Collisions>true</Collisions>
                <Bounce>0.0</Bounce>
                <Friction>0.1</Friction>
            </PhysicsBody>`

`<Physics>
    <RampUpFactor>4.0</RampUpFactor>
    <LinearThrust X="2.8" Y="2.2" Z="3.0" />
    <RotationThrust X="0.00175" Y="0.00200" Z="0.00150" />
    <RotationStabilizer X="0.333" Y="0.333" Z="0.333" />
    <MaterialType>Metal</MaterialType>
</Physics>`

https://vimeo.com/165207578


It handles beautifully, will do another test with some turning and rolling tomorrow, check out that SPEED!

NOTE: The settings above are slightly altered from the settings I used in this clip, so the results may be slightly different.

3 Likes

Ohh :stuck_out_tongue_winking_eye: a speed you say :grin:
What is the speed at which the thrusters can keep up with the input ?
(you know… like now its 300m/s in vanilla)

Looks like terminal velocity is about 1.4km/s at ground level … if that’s what you are asking.

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HUH?
Explain to me like I’m a 6 year old. :blush:

They just keep up? Depends on altitude and flight path, 1.41km/s to 1.59 km/s, if I understand your question correctly.

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Yeah i think that is it. I always thought that term terminal velocity involved freefall.

:slight_smile: Well… ehmhmh:
When teensy space shippy goes speedy, itsy bitsy speedier than the cuttsy thrusters…sorry i cant do this :smile:

I said it badly… when you travel in vanilla Battlescape near surface at subsonic speed and try sharply change your heading. Ship responds instantly. You can observe it on your prograde vector indicator. It will be almost glued to your crosshair. However once you go faster and try to turn your velocity vector will start severely lag behind. The translational thrusters cant keep up.
Yes there are lot of things that are cause of that like drag, however i think that since lift is not in the game currently, it is mostly thanks to thrusters, that ship keeps your nose and velocity vector really close, until you reach certain speed, then you experience good old newtonian slide. And that was the value i was asking for.
It should be smooth but it seems, that there is very noticable jump at speeds around 300m/s

I’ll test this tonight and let ya know.

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The behaviour you are observing is due too two things.

First, the sound Barrier is in the prototype.

Secondly, there’s a bug where translational thruster input is decreases the higher you set your target speed.

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Interceptor Mod Video 02: 1000m/s speed gain over last video

https://vimeo.com/165486278

The answer is in the video. (watch it full screen)

@karacho says hi at the end.

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its looking good!
just the afterburner seems to be too strong.

Much better! :grinning:

This ship is fucking awesome!!