Author Topic: I'd like to know too  (Read 7851 times)

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Offline zzc

  • 26
Yeah, that line is related but the .pof itself needs to have more banks to carry more types of missiles at once (of course, make sure that SBank Capacity and the secondary defaults have the same number of entries as well). Note that you may run into some bugs with 4 or more secondary banks, at the very least the little pips on your reticule indicating which bank you have selected will not display properly because in retail, no flyable ship has more than 3.

Oh well I'll just add a 3rd bank. But having $SBank Capacity:        ( 105, 105, 105, 105 ) ,  the total missile load was 420  :D
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Are primary weapons restricted to 2 types in loadouts? I always see only 2 places to put primary weapons.

Which entries determine a weapon max range?



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Added 3rd bank to the model. It shows in loadout, but cannot load anything into it. The bank is almost black, with the corners illuminated to show that its there.


Launcher threw up error saying ship.cpp wrong specs.

Ah theres the mara used by the shivans sharing the same model..... renamed the custom model.

Still no go, cannot load the 3rd secondary bank.

Code: [Select]

#Ship Classes

$Name: SF Mara (terrans)
+nocreate
$Short name:            SFight23
$Species: Terran
+Type: XSTR("Advanced Space Superiority", 2993)
+Maneuverability:       XSTR("Excellent", 2994)
+Armor: XSTR("Very Heavy", 2995)
+Manufacturer:          XSTR("Triton Dynamics", 2996)
+Description: XSTR(" ", 2997)
$end_multi_text
+Tech Description:
XSTR( "The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.", 2998)
$end_multi_text
+Length:          16 m
+Gun Mounts:      8
+Missile Banks:   3
$POF file:              fightermara2s-02.pof ;used a renamed pof to avoid conflict with shivan mara
$Detail distance:       (0, 80, 220, 900)
$Show damage:           YES
$Density:               1
$Damp:                  0.2
$Rotdamp:               0.4
$Max Velocity:          15.0, 15.0, 100.0
$Rotation time:         3.0, 3.0, 3.5
$Rear Velocity:         0.0
$Forward accel:         2.5
$Forward decel:         1.0
$Slide accel:           2.0
$Slide decel:           2.0
$Expl inner rad:        33.0
$Expl outer rad:        66.0
$Expl damage:           20.0
$Expl blast:            1000.0
$Expl Propagates:       NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       0.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "UD-8 Kayser" )
$Allowed Dogfight PBanks: ( "Subach HL-7" "UD-8 Kayser" )
$Default PBanks:        ( "UD-8 Kayser" "UD-8 Kayser" )
$Allowed SBanks:        ( "Trebuchet" "Rockeye" "Tempest"  "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" "Helios" "Cyclops")
$Allowed Dogfight SBanks:        ( "Trebuchet" "Rockeye" "Tempest"  "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )
$Default SBanks:        ( "Rockeye" "Trebuchet" "Helios" )
$SBank Capacity:        ( 105, 105, 105 )
$Shields:               700
$Shield Color: 255 92 92
$Power Output:          4.50
$Max Oclk Speed:        100.0
$Max Weapon Eng:        195.0
$Hitpoints:             475
$Flags:                 ( "player_ship" "default_player_ship" "fighter" )
$AI Class:              Captain
$Afterburner:           YES
+Aburn Max Vel: 0.0, 0.0, 135.0
+Aburn For accel:   0.7
+Aburn Fuel:        300.0
+Aburn Burn Rate:   50.0
+Aburn Rec Rate:    25.0
$Countermeasures:       50
$Scan time:             2000
$EngineSnd: 132                   ;; Engine sound of ship
$Closeup_pos:           0.0, -2.0, -23
$Closeup_zoom:          0.5
$Shield_icon:           shieldfs-02
$Ship_icon:                     iconfighter2s-02
$Ship_anim:                     ssfighter2s-02
$Ship_overhead: loadfighter2s-02
$Score: 12
$Trail:
+Offset: 9 -2.5 1.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -9 -2.5 1.3
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 5.8 -5.6 6.5
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -5.8 -5.6 6.5
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem:             sensors,                        10,0.0
$Subsystem:             communications, 10,0.0
$Subsystem:             engine,                 35,0.0
$Subsystem:             weapons,                        15,0.0
$Subsystem:             navigation,              5,0.0

#End


« Last Edit: January 21, 2019, 10:29:41 pm by zzc »

 

Offline 0rph3u5

  • 211
  • Oceans rise. Empires fall.
Are primary weapons restricted to 2 types in loadouts? I always see only 2 places to put primary weapons.
[...]
Added 3rd bank to the model. It shows in loadout, but cannot load anything into it. The bank is almost black, with the corners illuminated to show that its there.

That most FS-ship have 2 primary slots seem to be owed to a design philsophy that you would take a) "Sidearm"-type weapon, like Subach HL-7, and a "Specialist" weapon, like the Disruptor, and swap to the specialist for objectives: b) two specialists weapons, like Circe and Maxim, and cycle between them for their respective jobs; or c) take two "Sidearms" and double up with weapon linking.

In newer Mods it is not unusualy to see 3 primary slots, allowing for more specialist loadouts - think of the long range cannons and beams in WiH or WoD. However as mentioned, you might have to add a step if go for 3 primaries on a player ship - HUD may not acccomidate.

The same goes for the Loadout Screen - the retail style does not accomidate more than 2 banks because, as I understand it, it uses a UI mask on a per ship basis to define what can be interacted with. If you set the "Use 3D Models for ship selection"-flag in the Launcher, it should skip you to the newer style which generates the UI without a per-ship-mask.

Another thing might be that you didn't set a default primary for the 3rd slot as the table you have provided only defines two. (see: "$Default PBanks:").

Which entries determine a weapon max range?

A weapon's range is defined by $Velocity: and $Lifetime in weapons.tbl or -wep.tbm.

It a simple r = v * t
With "r" being the max range in in-engine meters, "v" being the value of $Velocity (which is in m/s) and "t" being the value $Lifetime (which is in seconds)

The "+Weapon Range" and "+Weapon Min Range:" parameters are for AI behavior only.
"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

==================

"I am Curiosity, and I've always wondered what would become of you, here at the end of the world." - The Guide/The Curious Other, Othercide

"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

"...because they are not Dragons."

  

Offline zzc

  • 26
I should have said 3rd secondary bank, that was what I was referring to. It works now, just that it looks odd, having a black background instead of the usual grey in the other bank displays. But it works, and shows up in HUD.

Thanks for helping out everyone. Else I would be  :banghead:

I found the range sum by browsing the wiki. Maybe I should spend more time there instead of ingame..... ;)