Author Topic: Imperial II-class Star Destroyer Reborn  (Read 174962 times)

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Offline aRaven

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Re: Imperial II-class Star Destroyer Reborn
the vanilla XWA ISD was 2km long, not 3200 as I said before.
« Last Edit: June 26, 2009, 07:20:54 pm by aRaven »

 

Offline colecampbell666

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Re: Imperial II-class Star Destroyer Reborn
It was 1.6km. End of story.
Gettin' back to dodgin' lasers.

 

Offline brandx0

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Re: Imperial II-class Star Destroyer Reborn
Latest update:

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Re: Imperial II-class Star Destroyer Reborn
Latest update:
[Star Destroyer]
Ah, so we're back on this then. I must say, when you take a break from a model, you really take it. Looking great!

 

Offline StarSlayer

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Re: Imperial II-class Star Destroyer Reborn
Are you planning on the quad turbos tracking?
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Offline chief1983

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Re: Imperial II-class Star Destroyer Reborn
Actually they're octuplet, but I have no idea how we're going to pull that off just yet...
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
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Re: Imperial II-class Star Destroyer Reborn
FS2_Open doesn't support 8-barreled weapons or something?
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[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

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[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

  

Offline chief1983

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Re: Imperial II-class Star Destroyer Reborn
Three firepoints max per turret I think.  I have no idea what bumping that limit would entail.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Imperial II-class Star Destroyer Reborn
Probably talking to one of the coders and bribing him with something in order to get him to change it.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 

Offline colecampbell666

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Re: Imperial II-class Star Destroyer Reborn
Chief is a coder. Notice the green badge?
Gettin' back to dodgin' lasers.

 

Offline chief1983

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Re: Imperial II-class Star Destroyer Reborn
Yeah but my fiddling is limited.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Flaser

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Re: Imperial II-class Star Destroyer Reborn
Three firepoints max per turret I think.  I have no idea what bumping that limit would entail.

How about making the "shot" (weapon animation/texture etc.) be "multiple turbolaser shots". Since this is a "rapid firing" (the various firepoints fire rapidly after each other) weapon you could match the individual "shot bits" to the various firing point... then you alternate the "spread pattern" of the next shot so they line up with the new pattern.
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Offline Flipside

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Re: Imperial II-class Star Destroyer Reborn
Quote
Yeah but my fiddling is limited.

You know that can cause psychological problems later in life?

Seriously though, looking really nice, as for the turret fire-points from what I understand, it's a lot more complex, alas, than simply altering a limit :(

 

Offline chief1983

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Re: Imperial II-class Star Destroyer Reborn
Flaser, that was considered, and if we have to it'll probably be that each side can fire what looks like for independent shots, or all 8 fire from two firepoints.  But I'd love if it was really 8 shots.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Dragon

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Re: Imperial II-class Star Destroyer Reborn
Three firepoints max per turret I think.  I have no idea what bumping that limit would entail.
You can put up to 10 firepoints per turret, but only three weapons (four in case of missile turret, there is also possiblity of making hybrid gun-missile turret with 7 weapons on it).
There are a plenty of flags and .tbl entries that can make them fire in cycle, in bursts, simultanously, or in many other ways.  
Plus we have "same turret clooldown" which ensures maximal rate of fire regardless of skill level and AI class.

 

Offline chief1983

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Re: Imperial II-class Star Destroyer Reborn
Well we only need 8 firepoints of the same weapon, probably firing in sets of four, so if that's already possible then great.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Dragon

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Re: Imperial II-class Star Destroyer Reborn
8 firingpoints per turret and some subsysem flags, as well as $Swarm and recently added $Burst Shots and $Burst Delay should easly archive this. (I'm unsure about bursts since I haven't tested them jet)
BTW, if you need table writer for FoTG you I would be very glad if I could help you.

 

Offline chief1983

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Re: Imperial II-class Star Destroyer Reborn
I'll keep you in mind in case we get stuck on something.  We should be ok figuring out that stuff as we get to it though.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Aardwolf

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Re: Imperial II-class Star Destroyer Reborn
The GTC Aeolus' flak guns have six firing points, split into two banks. I'm not sure exactly how that works, though, and I can't easily check because my PCS2 doesn't like Intel graphics cards.

 

Offline Vasudan Admiral

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Re: Imperial II-class Star Destroyer Reborn
That works because it's a single part turret. Try it with a multi-part rotating gun and I expect the results will be somewhat different. Like, siamese twins wanting to go different ways around a pole kind of different. :p

As for the firepoint limits, Dragon are you sure about that? Like, all turret firepoints actually fire?
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