I'm trying to get some things narrowed down for a video-project, so I made a list of things that (from my experience) I know to be either possible or impossible in Bridge Commander. I just wanted to share that list with you guys so that you could tell me if I'm wrong on any points. Some of the things I listed as can't-do's may very-well be can do's, but I can't be sure, since I'm no modder.
Bridge:::
CAN cause characters to talk at will and for whatever length required by simply issuing the 'report' order.
CAN cause characters to turn toward the Captain's chair. This can animation can be rocked backwards during editing if you want them to turn without speaking. The catch here is, that if you want a character to turn back toward the viewscreen, the command to do so will cause ALL characters to turn toward the viewscreen. Some of it might be able to be worked around with some editing tricks. Also, some of the other bridge animations of characters turning around (such as the Nebula bridge) look a little funny.
CANNOT order characters to move from their stations. The animations for some of the modded bridges for them to leave simply weren't put back after the bridge was modded. As a result, I think it would be impossible to get someone to actually get up out of the seat and move somewhere.
CAN change the station that a few characters sit/stand at. You can have Felix stand at the canon tactical position, have Kiska sit at the canon helm position and ect... with various mods. However, once they have started there, they cannot be moved.
CANNOT cause anyone to appear on the viewscreen at will - except Major Kira thanks to DS9fx. (Cmdr. Graff to a limited extent) I've been told this would not be difficult to script into the game but I'm looking into it as I write this.
CAN cause the characters and bridge to heave as if the ship has taken a heavy hit. This can range from a slight jolt, to a severe rocking of the ship, complete with sparking consoles and smoke thanks to JediFX. Characters heaving at their stations however seem to be limited to the Galaxy bridge.
CANNOT smooth-pan the camera. The FPS cam on the bridge is VERY, VERY, VERY twitchy. Having the camera move slowly is very difficult to accomplish and it can only be moved either straight forward or straight backward (depending on which way the camera is pointed, of course.) I am currently working with a scripter on a way to get the camera to strafe left or right and it looks like its possible, but it will be just as rough as before. Also, if the ship is under attack the camera will 'stumble' if the ship takes a hard hit while you are moving it forward. This can make it difficult to get the EXACT shot you want if you're moving the camera forward while under attack. This happens whether you are in 'free float' or 'god mode.'
CAN cause the camera to animate as if the 'Captain' character is sitting down, however standing up is straight forward. Once the cam is moved forward from the center seat, the character is suddenly at attention in the next frame.
External:::
CAN create an invisible 'camera ship' to create the illusion of a third person camera.
CANNOT control more than one ship at a time. If you want control of the 'camera' you must give up control of the ship you want to film. If you want to move the ship you are filming, you must give up control of the camera. There are a few ways around this, but they're very limiting. For example, during Episode II, I had the Galaxy moving out of space dock while panning the camera. What I really did was disable the Galaxy's engines as it moved forward so that it would 'float' through the space dock then quickly moved the 'camera ship' so that I could film it as it moved through. This would be very difficult to work around in a battle sequence. You would only be able to have a tactical to-from view if you want the camera to 'track' the moving ship. I have a trick or two for that to add energy for a scene like that if needed, such as disabling the 'camera ships' engines like I did to the Galaxy so that it would float foward as the target ship flew by it.
CANNOT have ANY targets selected for the 'frozen cam' (where the camera just sits and points in one direction no matter what moves in front of it.) The only way to get this camera view is to make sure no targets are selected. With a few tricks, you could still fire torpedoes straight ahead or directly aft, but the only way to fire phasers from this view would be to have them fire in random directions... such as in Nemesis when the Enterprise is trying to find the Scimtar. (This is possible with a mod.)
CAN have a free 'camera ship' watch as a ship goes to warp. No need to watch the 'stock camera angle' for warp. You can have ALMOST any angle you want for warp fly-bys.
CANNOT get rid of the text that shows up when a ship comes out of warp. (I *may* have a way around this, but I have yet to test it. It doesn't look promising, however.)
CAN get rid of the text that shows up DURING warp travel AND can have warp travel last as long as needed.
CAN freely move the ship/camera ship during warp.
CAN move the camera as close as you want to the ship without worrying about model clipping. Thanks to a few scripter's discoveries, the model of the ship can be expanded to enormous sizes. The only problem with getting close is that the textures will suffer. (I have not tested this myself, but have seem some excellent test footage.)