2 rusty
I think, you should know - what you can not do in game:
1)multyple launching from one scene-model(if this scene consist of two m1s - anyway they`ll migth have only one launching body).
2)you can not target to subsystem on ship - like target on engines. You can not limit ship speed by script to less than 1 M\s
- I think, this functions of game engine - can not be changed in .obj. For this - you need to change the implementation of functions - and recompile game exe.
In perspective - we`ll can to define our completely new class of ships - this info stored in .obj files. But for this - we must know, how to define docking avaibility for this new class. We dont know yet.
On the points:
multyple launching from one scene-model(if this scene consist of two m1s - anyway they`ll migth have only one launching body).
What if this thing is actually composed of two scene models flying very closely together so as to appear as one scene model?
you can not target to subsystem on ship - like target on engines.
True. What I am suggesting is that we use a ship (the TL in the example above) as the "engine". The system can target that TL as an individual ship [it just happens to be named "MO's Engine Room"]; and we may be able to script the engines on the other ships (MO components) to simulate the loss of the TL "engine" (by reducing engine tunings on each ship component).
If we can build an M0 from a collection of game recognized parts; then we will have the ability to target and define each of those parts. The bridge (M6 in the example above) would have extra scripts features installed to enable a subset of MO commands [similar to what was done with AEGIS]. Give the instruction to launch a particular fighter (irrespective of which carrier it is current in) and it appears to launch from either carrier 1, or carrier 2; instruct it to land, and it appears to land in either carrier 3 or carrier 4.
It is all smoke and mirrors in order to allow a ship to exist which the game is otherwise not hard programmed to support. Perhaps the actual fighter in carrier 3 does a jump to an off-line secret sector where it is instantly destroyed by the mother of all HENs while an identical fighter is spawned in front of carrier 1 to emmulate the launch? But, for our purposes it appears to land on the section of the ship encompassed by carrier 3, and then later launches from another section encompassed by carrier 1.