Flying your carried fighter
I'm about fifteen minutes away from finishing a proof-of-concept Neb goaded me into creating for a plug-in that allows you to depart your carrier-class ship in a fighter and lead a squadron into combat, then get back onboard your carrier and recall your fighters for repairs (A followup on this thread from last year). It even kills your fighter's sensors if the command ship dies while you're away, which is an especially neat effect.
However, I remain completely stymied by one issue. When applying Hxxx (Or Cxxx/Exxx) in gameplay to switch ships, the new ship receives the same shield/armor values that you had while in the first. In this case, I'm switching from a UE Carrier (Shields 1500/Armor 800) to a UE Fighter (150/50). What I need to do is subtract 1350 shields and 750 armor at the same moment the Hxxx takes place. I thought of a few ways to do this:
1.) Gxxx a shield/armor mod outfit with a negative value - doesn't appear to work at all.
2.) Cause an invisible ship to fire a shot that submunitions into a -1350 shield hit and a -750 pass-through-shields armor hit. The problem with this is that if the carrier has taken practically any damage at all, then the fighter will be destroyed almost immediately. Also, there is a substantial lag time (~2 seconds) using this method, while one waits for the invisible ship to hyper into the system.
So... any thoughts?
-reg