The FFED3DAJ Thread

One test that you could do polaris, start up in fullscreen borderless mode, then switch to Windowed mode using CTRL + F12. Does Windows redraw the desktop and any other applications that were underneath it, or does it leave behind the game image?

Finally borderless is working for me! [yesnod]
However, after CTRL + F12 the desktop is not redrawn. I don't see this as an issue. There is little point to switch from borderless to windowed. So thanks!

Anyway I've fixed the lighting problem - I was exceeding the number of active lights supported by the display device. [blah]

Domes, craters and any land structures behave very nicely now. However, some lighting issues persist in space. See two examples for an asteroid and a cargo pod. Move your nose around to vary the light color. I prepared also two saved games.

- for asteroidal body

Planet ring disappears when asteroid lighting is changing. Related?

https://drive.google.com/open?id=1xq1YrnwwiCArK_sVLyWehRscIM445MbS

CBsdg8y.png


- for cargo pod

You have to load the game 2 times. The first time autopilot engages automatically (a very annoying think, btw). Disengage autopilot and load the game again. See the cargo pod approaching slowly. As a bonus, when it is below 0.03km press ESC to scoop it. The program does not pause. How nice! [noob]

https://drive.google.com/open?id=1QNh_rfuY79ZQeXHaWj1i3oliUbx73ZEY

fsJYxim.png


I think it's most likely that something is switched off in Windows

Could be true. I performed some install optimizations a long time ago. I don't remember what. I used this reference "Tweaking Guide Windows 7" from http://www.tweakguides.com/

If the "Desktop Window Manager Session Manager" service (wonderful name) is stopped/disabled, then this turns off the desktop composition functionality that aero mode requires.
It is disabled. [woah]

In this window there's the option to "Adjust visual settings" on the left. This pops a list of options that can be enabled or disabled. It may have been set to "Adjust for best performance", or Enable desktop composition has been disabled in the list.

Better see this.

tNoalcO.png
 
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Finally borderless is working for me! [yesnod]
However, after CTRL + F12 the desktop is not redrawn. I don't see this as an issue. There is little point to switch from borderless to windowed. So thanks!
:D

Domes, craters and any land structures behave very nicely now. However, some lighting issues persist in space. See two examples for an asteroid and a cargo pod. Move your nose around to vary the light color. I prepared also two saved games.

- for asteroidal body

Planet ring disappears when asteroid lighting is changing. Related?

So it looks like the shading is correct whilst the rings are being drawn, as it should be the darker side of the asteroid that we're looking at.
The ring disappears as you move because FFE will be deciding that the object is no longer within view. This made me suspect that the asteroid might be inheriting a shader/renderstate value from the rings, an area that has had a bit of a tidy up after v1.11 and sure enough it doesn't happen with that version. Fortunately the very next test build I have showed the issue, so I've found the error and fixed it now.

A good simple test case for me to look at - so thanks for that, it helps massively when I don't have to find a matching scenario myself!!


- for cargo pod

You have to load the game 2 times. The first time autopilot engages automatically (a very annoying think, btw). Disengage autopilot and load the game again. See the cargo pod approaching slowly. As a bonus, when it is below 0.03km press ESC to scoop it. The program does not pause. How nice! [noob]
Thank you! An idiot-proof scooping example for me to test with :)

First off - yeah the reload thing is very weird. I've run this example through FFE (DosBox), JJFFE, GLFFE too and they all do the same thing, so whatever the cause is, it's always been there. As far as not scooping, well it works in FFE when it comes within 0.04km... so stop the press guys & gals, we have a bug that's NOT from FFE for once! [haha]

It looks like something changed in JJFFE broke it and it's then been inherited across all versions.
It could also be related to JJ's 2.7 change "Collisions with other ships heavily modified." or 2.8's "Tweaks to collision code"... gulp! [where is it]

Fortunately I did once manage to find an old 2.5 JJFFE source archive, so I can get an idea of what was and may be able to figure out the cause.

I performed some install optimizations a long time ago. I don't remember what. I used this reference "Tweaking Guide Windows 7" from http://www.tweakguides.com/.
Out of interest, what processor/video card are you running with? I'd tend to think that if it can handle FFED3D ok then it probably would be troubled by Window's Aero, which uses the graphics card to accelerate the drawing of windows/UI rather than making the CPU do it all...

Anyway, good to know that the issue is what I thought it might be and can now be left for the user to make a decision on.
 
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Windows Defender is kicking off about the FFED3DAJ.exe file, saying it's infected with Trojan:Win32/Fuerboos.E!cl

VirusTotal doesn't seem to mind, including the Microsoft check!

I know you've had issues with this recently but I'm holding off running the exe until it's confirmed not to be a virus :(

Update: As expected, the Microsoft scan on the file has come back negative. All very odd.

https://www.virustotal.com/#/file/4e6c6cbd533329cfc7eca8c9d533e50f514ed38293cd23ecf552b0c6e7e76505/detection


Thanks for the heads-up Steve and for submitting it to be validated.
Unfortunately I don't think that false-positives are going away anytime soon, AV software is always likely to err on the side of caution, and you're quite correct to remain vigilant and not run anything that you're uncertain about.
 
Have you seen that scene in Scanners where the dude's head explodes? It'd be that level of a headache... [uhh]

Adding new UI elements/screens to FFE's assembly code & data is a bit of a non-starter to be honest, and you'd also need to figure out somewhere safe to store the new equipment in the save data so that it didn't get lost.

Ah i see.. so BUFFET modding it is, then.. FWIW, modifications to thrusters are already saved to the commander save file (i'm guessing ships reduce internally to a 'hash file' somewhat like vehicles in GTA, which seems to include thruster powers), but that doesn't really help in establishing different 'classes' of thruster as an equipment option..

Another concern i'd have if the core game were more moddable is that i mightn't like the direction of development, much as i dislike the way Pioneer's strayed from its roots.. Better the devil we know huh..
 
Out of interest, what processor/video card are you running with?

I have quite a powerfull machine, i7/GTX750, but I don't like aero feel&look. I'm a bit WinXP nostalgic.

You have to load the game 2 times. The first time autopilot engages automatically (a very annoying think, btw). Disengage autopilot and load the game again.

Speaking about automatic pilot, the most annoying think about it is this one: in the saved game below push stardreamer to x1000 or above. You are suddenly attacked, but automatic pilot does not disengage. Even more, the battle console does not engage. This is a deadly situation I encounter very often with little odds of success, because you cannot control the engines in the very first moments of the battle. [knocked out]

If before pushing stardreamer you disengage autopilot and engage it again then push stardreamer after, a different scenario will occur. The program warns you properly in advance and prepares the ship for battle. [smile]

It sounds to me like a bug.

https://drive.google.com/open?id=13M2xh6ERdaXoK7tqxw5cRt_IGAKSWYcn

I love FFE videos! They are so funny. I always have them on. I don't want to push my luck too far, but I have a suggestion.

When hitting comms panel (F4) a video is played, but just once. If hitting comms panel again no video is played anymore (unless you dock somewhere else). And I think this is nice.

However, when navigating on other submenus (e.g. Shipyard) a video is played every time (usually a different one, which is quite stupid :rolleyes:). My suggestion is to have those videos play just once on each submenu. The program must somehow remember which submenu you already visited (bulletin board items could be excepted since they are at random). Is this hard to implement?
 
I have engine mode mapped to the tab key - right next to WASD and Lshift / Lctrl for the thrusters - so i can cycle between autopilot, set speed and FA-off in an instant.

The 'combat mode' i keep mapped to F5 - i hate the combat mode, as it splits up the interface and changes key mappings and functions, awful design, and FE2 was never encumbered by this nonsense.

Additionally, 'combat mode' does weird and stupid things to your engines - it's no longer fully FA-off, and instead is adding unwanted thrusts, which besides being really annoying can be lethal if you're close to the ground..

Best advice for now is probably just to get used to selecting autopilot before stardreamer, so it at least triggers correctly. Usually does for me, anyway. Maybe in future some one will figure out how to get rid of it, and implement a consistent, unintrusive GUI like FE2 had..
 
'Script Hook' for modding?

Andy - OK so modding the FFE gamecode's not an option... but what about direct memory control - something like the way Alexander Blade's Script Hook works for GTA?

BUFFET already provides a load of useful pokes, and with something like Cheat Engine, more can be discovered, so in principle the FFED3DAJ wrapper could internalise this functionality, providing easy access to the built-in 'primitives' (ie. existing functions to spawn entities and set their targets / behaviours etc.), to enable scripting content... no x86 cross-assembler required, script in whatever language is convenient using common libraries... type stuff?

As the list of known pokes increases, more detailed modding would become possible - ie. taking control of NPC combat choreography via direct control of their thrusters and weapons.. for instance this could culminate in being able to spawn whole fleets of ships escorting large haulers with fully-functional turrets and tail-gunners etc.

Similarly, it would be possible to add increased ambient traffic to high-population systems, and details like transporters and shuttles going to and fro per classic Elite - only now the transporters would be able to fight back properly if attacked, with all guns blazing..

Initially you might start out with a basic 'trainer' suite - same basic functions currently offered by BUFFET, but gradually building on them, such as "spawn an attacking NPC", or "spawn bodyguard" etc., with .cfg options to customise each.

In time, more complex scripts could add custom missions, BGS enhancements and even equipment - all running parallel to and outside of FFE itself, all events being injected by the wrapper via direct memory manipulation. For instance the wrapper could detect which status screens are being displayed via the F2 cycle, and so add in additional status screens, or upgrade screens on the BBS, etc. You could take control of the Federal / Imperial military sub-menus on the BBS and exchange them for custom missions for corporations - a la 'powers' in ED - all without FFE having a clue any of this is happening, under the bonnet..

So you could add additional in-game screens, maintaining stylistic consistency with FFE... or else just have a bare-bones 'console' mode brought up via the tilde key per Unreal etc., able to take basic commands like changing FOV or running scripts etc.

Basically FFE itself would become a kind of automaton, with much of the game-proper being handled at executive level by FFED3DAJ..

..all i'm thinking is, if you just look at the range of mods that Script Hook makes possible for GTA - none of which might ever have occurred to Alexander Blade himself - and it's not like FFE is going to get any more updates, so the addresses will never change, requiring no on-going maintenance - an effective API layer for FFE could really blow the lid off it..

..you could even conceive of fitting out a long-range cruiser with multiple turrets and point-defences / missile launchers etc., or making rapid-fire kinetic energy weapons (projectiles) using dummy proximity mines for ammo.. ditto 'rail guns' or whatever..

Just having wingmen would be a really cool option. Just NPC's that are being controlled by the wrapper with simple commands to follow the player at safe distance and target anything attacking them. Or being able to issue them simple commands like fly to X or target Y etc.

Peeking and poking at games growing up, the great thing was that you didn't need to know how or why the game worked, only that entering certain values to certain addresses yielded certain results.. they were all ASM binaries, but all you needed to know was what was where in the address ranges..

Naive fantasy or not, just kicking it out there...
 
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Additionally, 'combat mode' does weird and stupid things to your engines - it's no longer fully FA-off, and instead is adding unwanted thrusts, which besides being really annoying can be lethal if you're close to the ground..

I was not aware of this. Can you provide me please a scenario to test? What I noticed is that during combat the set-speed mode engages itself from time to time and this of course affects your engines (see below).

In the next saved game quickly launch a missile towards the selected target. Most of the time it happens the following: set-speed mode is engaged until the missile explodes. Is there a reason behind this or a bug again?

https://drive.google.com/open?id=1WP7qivGebNny_lDS2bbdaqbkXYA3bTJ5

Or in the next scenario I want to launch a salvo of 4 missiles towards the enemy, but after first launches the battle console disengage suddenly making my work harder using mouse. What a bad moment to be in the hands of a console computer. Battle console really needs an upgrade. [praise]

https://drive.google.com/open?id=17ub2J52UaAAlHCLpYUuUAsLE-afyLC9H

EDIT:

Additionally, 'combat mode' does weird and stupid things to your engines - it's no longer fully FA-off, and instead is adding unwanted thrusts, which besides being really annoying can be lethal if you're close to the ground..

Or maybe is related with that strange "pushing force" an attacked station has on you. I prepared a saved game for this. Just load and do nothing (if set-speed mode is on, disengage it - happens only on first load). Watch actual speed. When combat mode engages itself from time to time the actual speed is changed. Why?? [woah]

Bonus: this scenario crashes JJFFE but not FFED3DAJ. [big grin]

https://drive.google.com/open?id=1gc8FmRZSSZKpKogDcfCQg1MQ7MyVZp46

PS. I played a lot with beta7 this weekend and it's a pretty solid piece of software. No CTD! [squeeeee]
 
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I was not aware of this. Can you provide me please a scenario to test?

I did more investigations into this matter at low speeds and found that it happens all the time, regardless of the battle situation. When about to be attacked, your ship has the tendency to slow down in respect to the reference body (last saved game in my previous post shows this). Is there a reason for this?
 
I believe it's the a mechanic in FFE that JJ described as the "combat velocity fudge" which tries to keep ships closer together during combat. (He didn't add it, it was in FFE too)

It was something that Anisotropic made an effort at reducing and I was able to find an old newsgroup posting from 2002 that explains it better than I can. (well, I couldn't explain it LOL)

Ansotropic mod 2.0(?) change:
- Player velocity fudge taken out, now you can flee from cops/missiles without getting pulled back - beware, though, enemies can now do this as well
(Enemy velocity fudge has been left in for all but the missile evasion code)

Asked to describe this, Anistropic replied with:
The fudge takes effect during combat. It seems to 'pull' enemies toward you so that combat takes place at closer ranges.
This also effected you, so that if you tried to flee from police or a missile you'd get pulled back to the battlefield. Very annoying!

I simply disabled the fudge's effect on the player, and it will only effect enemy ships in *combat* mode - meaning that you can't use a Heavy Torpedo on an interceptor anymore as they will outrun it easily.
This also makes it easier for you to dodge missiles, by the way.

https://groups.google.com/d/msg/alt.fan.elite/dDdNU4WAE3c/2kLK73PV-y0J

I must be honest, I'm no expert with combat in FFE, I always led a more peaceful courier/trader role - so the test case was rather interesting to see!
I ran it in Anisotropic too, and it does appear that the constant slow-down is indeed removed. I know the parts of code that are doing this so I can add them into the FFE build wrapped with a cfg 'patch' option to change behaviour or leave it standard.
There are a couple of other tweaks I can look at giving the same treatment -e.g. delayed attacks (vs instant shot to the face) when entering combat, not being able to autopilot+time-advance to warp to target bases... I can probably turn off the switching out of the combat computer too when exiting battle-mode.

I love FFE videos! They are so funny. I always have them on. I don't want to push my luck too far, but I have a suggestion.

When hitting comms panel (F4) a video is played, but just once. If hitting comms panel again no video is played anymore (unless you dock somewhere else). And I think this is nice.

However, when navigating on other submenus (e.g. Shipyard) a video is played every time (usually a different one, which is quite stupid :rolleyes:). My suggestion is to have those videos play just once on each submenu. The program must somehow remember which submenu you already visited (bulletin board items could be excepted since they are at random). Is this hard to implement?

Seemed like a reasonable idea, and I've reworked the videos in the past so I knew where they all got called. I've added a .cfg option to make it so that the videos only play once when it's enabled. BBS videos for crew/donations or when getting arrested will still trigger each time. I also decided to 'fix' that the station greetings video remembers it's already been played when starting a new game or loading a different position, I think that those actions should let them play once again.


Bad news on the cargo scooping front. It seems that whatever broke it wasn't a change in the slightly older JJFFE code that I have, but perhaps something earlier. I also compared the collision code vs a decompiled Firstenc.exe too and on the face of it, couldn't see any differences. I have found the spot where it fails in x1 speed but passes when paused, it's meant to be comparing relative positions to arrive at a distance I think. It wants a value <2 to scoop - but when it should be in range, at x1 speed it's calculating it as 12, and then 1 when paused... oh boy! Something's quite broken there, it's not going to be a quick fix & will probably be one to look at further another time.
 
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This is great news Andy. The combat in FFE was something I didnt like due to this "fudge" and attacking ships almost one shotting you before you have a chance to react. I kinda wish it could be more like FE2 where the player got to pick how the engagements panned out. For example, if you wanted to be swarmed by a wing of ships, a setting of speed 3 on the stardreamer would bring wings of attacking ships while higher settings spread them out more. I don't know if that is possible to do in FFE but from what you said there I would be very happy if you can even reduce it a bit. I will look forward to applying your update and thanks again for your wonderful work you have put into FFE3D. :)
 
It was something that Anisotropic made an effort at reducing and I was able to find an old newsgroup posting from 2002 that explains it better than I can. (well, I couldn't explain it LOL)

Thanks for pointing out the connection with Anisotropic (interesting reads, btw).

I have run my previously posted saved games (auto1-auto4) through Anisotropic and seen this:

  • auto1 (autopilot does not disengage with stardreamer at high setting) -> reported issue partially removed (autopilot does disengage but battle console does not engage, so making harder to select a target at first; overall your surviving chance improves)
  • auto2 (set-speed mode engages by itself) -> reported issue removed
  • auto3 (battle console disengages suddenly) -> reported issue removed
  • auto4 ("combat velocity fudge") -> reported issue NOT removed (move the ship's nose a bit to see the speed reticle sliding towards the center)

I noticed also that missiles have a different dynamics in Anisotropic. Not sure if related to "combat velocity fudge", which might not be such a terrible think after all. It's hard to choose between two evils. :S

I've reworked the videos in the past so I knew where they all got called.

I managed to find the relevant post and now I'm going to make a "risky" proposition.

https://forums.frontier.co.uk/showt...or-FFED3D-mods?p=274977&viewfull=1#post274977
Other fixes have been to the videos - haven't gone nuts and added in all of the shockingly bad ones, I've just implemented the religious commune and martial law ones, as well as fixing what I felt was a bug in that the default Alliance 'welcome' videos could sometimes play at non-Alliance systems. There are also two new sets of videos for docking at an Alliance system when damaged (<75% hull) or as a criminal and it's made known that you're not welcome!

For those of us who are "nuts" enough, is there a chance to have an option that enables ALL videos in game? Bet I will not be alone using this. ;)

I kinda wish it could be more like FE2 where the player got to pick how the engagements panned out. For example, if you wanted to be swarmed by a wing of ships, a setting of speed 3 on the stardreamer would bring wings of attacking ships while higher settings spread them out more. I don't know if that is possible to do in FFE but from what you said there I would be very happy if you can even reduce it a bit.

Well, in my opinion the player should not be in the position to choose anything beyond his control. Unfortunately the stardreamer in FFE still remains a "cheating device" (including battles).
 
Well, in my opinion the player should not be in the position to choose anything beyond his control. Unfortunately the stardreamer in FFE still remains a "cheating device" (including battles).

I agree with you to a point but the way battles happen sometimes in FFE feel more contrived or you get killed before you even know what is happening. This could in part be down to the greater processing power of modern machines speeding everything up. Usually this is a great thing; FE2 on an 060 equipped A4000 was gaming heaven or pretty darn close to me at least, but side effects like enemies magically transporting right next to you as they seem to do in FFE seem...."off". In FE2 you could track incoming ships heading towards you across the system. Reidquat was a good example of this as that was usually full of hostiles. You could see them converging on you. It gave you a sense of urgency to make it to port (La Soeur du Dan Ham) before they came into weapons range especially if you were flying some old scrubber fitted with pea shooters. With the stardreamer on max you would be fighting 1 or two at most at a time but setting it on 3 meant you would be facing an entire pirate armada. To me that is gaming tactics that a player can use rather than "cheating". If you want the epic battle leave it on 3 or less. Want to get there with the minimum of fuss, set it to max.

Another example from FE2, go attack every port in Sol using only speed 3 to get around. That will give you a battle that will push any player to their limits and is difficult to survive as it gets harder the more ports you attack; the Viper swarm that comes after you becomes real. Sure, the player is sort of dictating how hard they want the game to be but many other games offer easy, medium and hard difficulty levels, is this any different?

Anyways, despite the combat issues I have with FFE, its still a great game, especially so with Andy's improvements. :)
 
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I agree with you to a point but the way battles happen sometimes in FFE feel more contrived or you get killed before you even know what is happening.

If you are referring to the type of behaviour I outlined previously (see below), this is probably a bug, possibly solved in Anisotropic.

Speaking about automatic pilot, the most annoying think about it is this one: in the saved game below push stardreamer to x1000 or above. You are suddenly attacked, but automatic pilot does not disengage. Even more, the battle console does not engage. This is a deadly situation I encounter very often with little odds of success, because you cannot control the engines in the very first moments of the battle. [knocked out]

If before pushing stardreamer you disengage autopilot and engage it again then push stardreamer after, a different scenario will occur. The program warns you properly in advance and prepares the ship for battle. [smile]

It sounds to me like a bug.

https://drive.google.com/open?id=13M2xh6ERdaXoK7tqxw5cRt_IGAKSWYcn

If you are referring to other kinds of sudden attacks, I would be happy to learn more from you. Basically, if you are warned in advance, every kind of attack is manageable in FFE. You either need a fast ship or a well equipped one.

Edit:

Sorry I never played FE2, so I cannot comment :x. But I learned that pirates in FFE are also traveling towards you (you cannot track them in advance, but you can track them if you manage to escape). There is a catchment area used by the program to decide if an encounter occurs. The size of this area depends on your stardreamer settings (the higher, the larger). For example, in the saved game above use a stardreamer setting of x100, and you get to the startport without troubles. Do not dock, but stay nearby. The pirates will eventually arrive at high speeds, they will turn back and you have a battle there. Isn't this wonderful? :cool:
 
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Yes I hope it goes some way to alleviate this sudden death scenario. FE2 incidentally also didnt disengage the auto pilot or set the ship to "engines off mode" but the attacking ships would generally trigger a drop from the stardreamer much further out from the player so giving you time to sort your ship for battle or to flee. It's this dropping right next to the player ship and firing at point blank range that irks me the most. So little time to get ready, especially if it's an unannounced general pirate interception. Thanks to buffet tho I can just load up my ship with shield generators but that is outright cheating. I'd rather fight them fair if possible. As it is, if they are "cheating" then so am I! :D
 
Stardreamer: a cheater and a killer (story from Essedze)

Everyone knows how to cheat with the stardreamer in various situations [big grin]. But stardreamer is also a killing device ... of yourself. If not used properly, it will bring pirates next to you with near zero chance of survival. There are two rules to follow to avoid that (to my knowledge so far).

  1. Engage autopilot before using the stardreamer (if just reloaded a saved game, disengage and engage autopilot again).
  2. Do not push stardreamer right to the max. Spend few seconds gradually on lower settings before doing that.
That's all.

So, the pirates are not cheating as we might think [arrrr]. Here is a saved game to prove my theory.

https://drive.google.com/open?id=1kthlqx1AlbZ72GATf7M-A2hP4oQ-0AZ1

- let autopilot off and play with stardreamer as you wish -> you get pirates next to you
- set autopilot on and push stardreamer right to the max -> you get pirates next to you
- set autopilot on and use stardreamer gradually -> you get warning in advance

If you manage to kill this wave of pirates, more will come. Use the rules above and challenge yourself by making to the starport. Equipment list is not so great, but you are a good pilot! :cool: (forget buffet)

BONUS:
Fly along a Lanner II and even inside it (collision detection seems to be very forgiving in this case [big grin])

QS17LJ8.png


This is the saved game of formation flying

https://drive.google.com/open?id=1KZ2luflH0GfhYku6N_HBHymkKzOzauei

I shared the story in this topic as a reference for AndyJ. He keeps FFE alive for everyone to enjoy! [smile]
 
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I agree with you to a point but the way battles happen sometimes in FFE feel more contrived or you get killed before you even know what is happening. This could in part be down to the greater processing power of modern machines speeding everything up. Usually this is a great thing; FE2 on an 060 equipped A4000 was gaming heaven or pretty darn close to me at least, but side effects like enemies magically transporting right next to you as they seem to do in FFE seem...."off". In FE2 you could track incoming ships heading towards you across the system. Reidquat was a good example of this as that was usually full of hostiles. You could see them converging on you. It gave you a sense of urgency to make it to port (La Soeur du Dan Ham) before they came into weapons range especially if you were flying some old scrubber fitted with pea shooters. With the stardreamer on max you would be fighting 1 or two at most at a time but setting it on 3 meant you would be facing an entire pirate armada. To me that is gaming tactics that a player can use rather than "cheating". If you want the epic battle leave it on 3 or less. Want to get there with the minimum of fuss, set it to max.

Another example from FE2, go attack every port in Sol using only speed 3 to get around. That will give you a battle that will push any player to their limits and is difficult to survive as it gets harder the more ports you attack; the Viper swarm that comes after you becomes real. Sure, the player is sort of dictating how hard they want the game to be but many other games offer easy, medium and hard difficulty levels, is this any different?

Anyways, despite the combat issues I have with FFE, its still a great game, especially so with Andy's improvements. :)


I sorely miss FE2's ability to see other ships on the local system map - it uses the same colour-coding as the scanner so you can see at a glance their approximate sizes, and by checking back some time later you can see if any are moving towards you. With careful control of the pan and zoom functions you could even get visual contact on them from across the system!

I wonder if the corresponding lines of code in FFE are absent, or just disabled..? It's such a shame that FFE broke so much of FE2's refined goodness.. i swear i'll never get the hang of context-specific F-key bindings (is F5 'Toggle Combat mode' or 'Request Launch'? Yes! Yes it is.) Wanton sacrilege, replacing elegant perfection with total ergonomic disorientation - FD's very first release as a company, indicative even then of the direction E4 would eventually take..

The same goes for the artificial group-binding fudge - i think possibly the same issue Andy's talking about; in BUFFET you'll notice that while some NPC's have your ship selected as a navigation target, these are only the 'wing leaders' - they're grouped with other ships which have them as their nav target. This applies to groups of pirates, assassins or police. Select the group leader and take control of their ship, and you'll now have a small fleet of wingmen in tow. You can further use BUFFET to change their ships / give 'em a buff, and also to assign further targets to them - they'll fly to and attack whatever you tell them to.

However after destroying their designated targets, something weird happens - they all scrunch up into a little ball. You'll hear the racket from across the system, but if any are still alive when you get to them (ie. tank 'em all up with shields), you come upon a tight little knot of a ship orgy, half a dozen ships all intersecting and interlocked like they've just been spat out by a crushing machine...

Take control of one of these ships and you'll see that a constant force is being applied to it - all of them are in fact being constantly accelerated towards a common center!

Anisotropic says that he left in the 'velocity fudge' being applied to NPC's, so this would appear to be another of its ghastly results... Hopefully Andy will find a way to disable it too in future!

In the meantime, i find it's always good practice to be holding three thruster keys whilst using stardreamer when there's any chance of interdiction - i'm using WASD and / Lctrl & Lshift for up / down, Q & E for roll, and get constant practice using three-axis thrusts + roll most of the time in combat... so when the attack comes and AP disables i'm already thrusting on three axes and rolling and rotating with the mouse to dodge fire and acquire targets. I already have 'labels' enabled, and 'Target' mapped to 'T', ECM to spacebar.. Immediately hit both - to target the first thing in sight, and in case a missile warning was missed beneath the 'Under Attack!' warning. I keep spamming the spacebar throughout the engagement for the same reason - nothing more deflating than a missed missile warning.

I do enjoy the more intense furballs of FFE (esp. Ani's mod) compared to FE2's more strung-out style of running battles - in FE2 you have to attack a station or installation in order to get the same level of epic - but one thing that's remained somewhat consistent between the two is that, as you say, you can use stardreamer strategically - esp. when flying larger ships; flying at level three you can sit in a turret and keep panning around with 'labels' enabled, and so see groups of attackers coming, precious minutes before they arrive.

Somewhat surprisingly, the 'Attack Every Port in Sol!' challenge isn't one that's ever occurred to me before (i must be far too British or something) - dastardly, yet utterly compelling... max level 3, you say?
 
If you are referring to the type of behaviour I outlined previously (see below), this is probably a bug, possibly solved in Anisotropic.



If you are referring to other kinds of sudden attacks, I would be happy to learn more from you. Basically, if you are warned in advance, every kind of attack is manageable in FFE. You either need a fast ship or a well equipped one.

Edit:

Sorry I never played FE2, so I cannot comment :x. But I learned that pirates in FFE are also traveling towards you (you cannot track them in advance, but you can track them if you manage to escape). There is a catchment area used by the program to decide if an encounter occurs. The size of this area depends on your stardreamer settings (the higher, the larger). For example, in the saved game above use a stardreamer setting of x100, and you get to the startport without troubles. Do not dock, but stay nearby. The pirates will eventually arrive at high speeds, they will turn back and you have a battle there. Isn't this wonderful? :cool:

Although FFE doesn't display other ships on the system map like FE2 does, it does still show hyperspace entry / exit clouds... if an assassin's after you, they'll spawn from such a cloud, hence by carrying a hyperspace cloud analyser you can get an idea of what type of ship is inbound towards you, and hence what your options may be to evade or engage.

NPC's do have to fly through space to get to you - they're not simply randomly spawned - however a degree of pseudo-randomness is effected by the way 'time acceleration' actually works - essentially dropping simulation frames by whole orders of magnitude as stardreamer levels are increased. This also causes rubber-banding of NPC's chasing you down - at level 4 you'll often see them zipping back and forth around you as if unable to quite home in on your position - the game has to make an assumption at some point as to whether a time-accelerated interdiction effort was 'successful' or not.

Hence if you hit max stardreamer upon arrival in a system, any assassins or pirates who would've been attracted by your hyperspace arrival cloud (which might've preceded you by several days) would've already been in the vicinity, and since you hadn't started moving yet an imminent attack was only inevitable. Whereas, if you start accelerating first, then that acceleration get projected 'forwards in time' and hence you gain distance from your pursuers over successive simulation frames.

In any situation in which avoiding interception is an absolute priority, you have a variety of options:

- Begin by building up a high velocity tangential to your nav target, then select AP and you'll follow a tightening spiral trajectory through the system into your destination, throwing off many adversaries. Max level 3, increasing gradually.

You can make this spiralling trajectory in any plane, relative to the system plane (ie. in the vertical as well as in the axial plane)

- Make a bee-line to the nearest planet upon entry into a system - either get into a low orbit around a high-mass body, or else hover above the ground on a low-mass body (ie. minimising fuel waste), and wait for the attackers to either crash into the planet or engage at low altitude, where you have the upper hand (a horizon or terrain to seek cover behind, land in a crater or whatever). Can be a long detour but because NPC's aren't generally spawned randomly, once they're all dead you have safe passage into your intended destination.

- Apply max thrust for the entire journey, and max level 3 stardreamer, increasing in gradual increments: Upon selecting your nav target, do a quick "divide by two" of its range - so if it's 313.37 AU away, the magic number's 156.685 (i keep a calculator shortcut on my quicklaunch bar!); so floor it towards the target until you're 156.685 AU away then spin it round 180° and keep flooring it in reverse, all the way into the destination (the way ships fly in The Expanse). You're still vulnerable and likely to be attacked, unless you have a faster ship, in which case even if they momentarily catch up with you during your deceleration burn, they'll harmlessly whoosh past at silly speeds.

You're absolutely right though - every type of attack is manageable, there's always some strategy or tactic you can fall back on, an alternative route forwards. That's the great thing about it - that you can limp into port in a smoking wreck with only two thrusters still working. That you can still put up a fight in that state, with enough grit. What NASA calls 'the right stuff'. Can you pilot and fight in and land a ship with only a left thruster and a pulse laser, no atmospheric shielding, no autopilot, no missiles and only 5% hull? Technically, yes. The game's not over till the tombstone spins..
 
In any situation in which avoiding interception is an absolute priority, you have a variety of options:

These are all clever ideas, but depend on a low stardreamer setting. Waiting to much takes the fun away. I found a similar comment by John Jordan at alt.fan.elite

https://groups.google.com/d/msg/alt.fan.elite/bL8OfPvsXpw/hnx2tO5BCaUJ
...
Close. In fact, on high stardreamer, the enemies actually teleport to
your position (plus the autopilot offset) using the same code as the
player uses to teleport to starports and stations. The autopilot offset
is stored as a 16-bit vector at 0x102 in the object struct.
...
For groups of multiple pirates, only the leader's autopilot offset is
randomly determined. The rest are teleported to specific offsets around
the leader.

> If you travel at stardreamer level 3 or 4, these intervalls are smaller
> and FFE's calculations become more accurate.

Yes, but the main result is that it prevents pirates from teleporting.
In fact, if you're in a weak but fast ship, you can avoid most combat
entirely by using lower stardreamer settings.

Unfortunately, the tactic to avoid sudden attacks I outlined in my previous post, do not work in Anisotropic. Does anyone knows a trick for this mod?

And speaking about Anisotropic...

There are a couple of other tweaks I can look at giving the same treatment -e.g. delayed attacks (vs instant shot to the face) when entering combat, not being able to autopilot+time-advance to warp to target bases... I can probably turn off the switching out of the combat computer too when exiting battle-mode.

Anisotropic has indeed some additions/fixes which are worth to be part of the standard game. I don't know them item by item but, for example, I find the "danger level" of a system a useful feature. I would love to know all systems with "Danger level: Nightmare" like Riedquat. [big grin]

And some bits of information about "combat velocity fudge" I found also at alt.fan.elite

https://groups.google.com/d/msg/alt.fan.elite/edt-J8aVrQc/rMnSeBAWd_oJ

...
Actually, the main problem with Frontier and FFE's combat is that the
thrusters are too strong compared to the size of the ships, which is why
you end up jousting. FFE added a frictional combat fudge to work around
the AI's inability to control their lateral velocity, which does
essentially tone down inertia.
...

So indeed, "combat velocity fudge" is part of the mechanics, complementing the quasi-realistic newtonian model of the game.
 
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What Game modes do people recommend

I had a look at them and see there are some big changes to outfitting and such
 
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