I love how the Crossfield does a spore jump rather than transwarp to a system/area. But It's a bit of a shame that arrival animations tend to always be regular warp in animations rather than a conduit opening or in this case, spore jump arrival animation.
So what I started to wonder is if it even is possible to have other animations than warp in when arriving in a system? or if that is one of those things that is hardcoded into the game?
Because it sure would be cool to be able to arrive in a system by other means than just warping in.
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I wonder if it might be a camera issue? The camera during warp-out is a long-standing oddity, often clipping into ships. My guess is the vanity spin-around during warp-in is also hard coded, and would probably spaz out if you changed anything about the animation. This is avoided on warp-out by virtue of the camera being glued in place during that sequence, but obviously it's not stationary on warp-in.
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https://www.youtube.com/watch?v=HnDtvZXYHgE
seven seasons of watching the USS Enterprise-D jump to warp from that angle in the intro for TNG.
I'd guess they're just too cheap to make proper transwarp animation. The entering transwarp animation is very low quality and on KDF hasn't even played right for years. No surprise they haven't made an exit version of it.
Those could be set on a per-map basis though, such that it would be impossible (without digging into the guts of STO) to set different players to use different arrival animations. There may be a parallel to draw with faction-specific beaming animations (same map, different player intro/outro for ground), but then again that might be hard coded at the level of faction, and thus can't be freely swapped around without breaking things further down the interdependent development hierarchy that is game code. So...
*Shrug*
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Yes and that's completely fine. But what were discussing here is the fact that whenever you "transwarp", you are always met with a regular "warp in" animation rather than one of exiting a transwarp conduit or in the case of the crossfield, arriving via spore jump.
Oh, sorry, reading is fundamental and I clearly did not pay attention. Carry on then
Meh. If that's actually the case, the art-department of STO apparently doesn't understand that the warp-sequence of TNG's intro was probably not meant to look like that. The main studio-model of the Enterprise D was just too large for that sort of close-ups and thus it ended up like we know it.
The people working at ILM at the time probably still have nightmares from it.
It has issues on Feds, too: it always plays sideways on my FT6 Galaxy (as in, looking like the ship tipped 90 degrees to the right before jumping).
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Being able to obtain a Borg transwarp animation after completing the Omega rep, or getting an Undine dimensional tear from Infinity/Undine Weapon boxes(like vanity shields) would be a great way to allow players to further customize and personalize.
(Likewise, I'd love to see customizable transporter effects. It feels so strange to have mixed transporter effects for special boffs that simply don't match the ship that is supposed to be facilitating it.)
As usual, speculating about code none of us will ever see is rather pointless.
What's wrong with it?
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I often have the issue when using bigger ships. Couldn't the game automatically adjust the camera when you do a jump, in the same way that it'll steer your ship in the right direction so you don't warp into the closest star when exiting a system.
Kills the immersion.
Well, it works sometimes, but I wouldn't call it "perfectly fine" ever.
The visual quality of it looks like something from the 90's, with the overly transparent, single texture funnel (that's always too small to fit the ship), the particle spray poof and the ship just disappearing on the spot. In canon, ships always flew into transwarp conduits normal speed.
I do remember when the time travel episodes were released, that someone suggested just plain switching in the time-rift effect for the transwarp jump simply because it looks so much higher quality.