Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Akalabeth Angel on September 28, 2003, 12:36:36 am
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I don't know if this has already been addressed as I haven't really looked at the SCP at all (just been playing non-SCP campaigns). But one thing I found really dumb and annoying about Freespace 1 + 2 is that when you fire a secondary like a bomb from one bank, and that shot depletes that bank to zero, then the delay is transferred to the next bank.
For instance, if you have Helios in sbank1 and Hornets in sbank2, and you fire the 2 remaining Helios then the Hornets have a 20 second delay before they're fired or something.
This has always struck me as super-dumb. Firing delay should simply not transfer over to unrelated missile banks on the same craft.
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This was fixed awhile back. :nod:
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I thought it just for game balance, to prevent players from firing 4 Cyclops at once with two banks.
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But at the same time it makes no logical sense in terms of ship systems. Why would the reloading (or indeed, lack of) for one bank affect a currently full bank?
But I think it was fixed ice ages ago......
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I thought it just for game balance, to prevent players from firing 4 Cyclops at once with two banks.
You still need to lock-on with the second bank of Cyclop's so its not as though you fire them all at once. I think the Helios for example has a 12 second lock-on time.
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Can we have secondary weapons tied together? Like the linked primaries? Only to balance it, not have 2 grouping of certain flagged weapons?
Or is this asking for much?
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Can we have secondary weapons tied together? Like the linked primaries? Only to balance it, not have 2 grouping of certain flagged weapons?
oooooo that would be kewl :D
hehe it be like, shoot an EMP and a harpoon at the same time :D
i want