Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Hollewanderer on October 12, 2003, 08:17:46 am
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AFAIK, it do not change number of shots fired at once. Do it change ROF? Or something different?
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It looks cool.
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Originally posted by Knight Templar
It looks cool.
I mean in FRED, not on a model.
Or is 'looking cool' the only meaning of it, even in FRED?
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I didn't even know it worked. Thought it just fired the first weapon.
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That's the way it works with FS2 retail but the SCP may have fixed that for FS2_open :)
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I don't belive they did... Does anyone know for sure?
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I thought it would switch between an AAF or heavy beam depending on whether or not the ship it was attaching had a "capital" flag...
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I do believe this is another pointless little feature. The code monkies have been under varying ammounts of pressure to cool and exciting things with this for some time, but they claim to be too scared to touch the turret code
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Little...don't you relise that if the code was fixed then you would have double the firepower on some ships?
Think of all the ships that have double/tripple barreld turrets, and how more powerfull they would be if they actually fired from all barrels (*Thinks of an Orion pulverizing a Ravana:D*)
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The last time somebody touched the turret code, things got so immensely screwed up that I had to yank everything out of CVS and re-submit an earlier code tree. Not pretty or fun.
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Originally posted by TrashMan
Little...don't you relise that if the code was fixed then you would have double the firepower on some ships?
Think of all the ships that have double/tripple barreld turrets, and how more powerfull they would be if they actually fired from all barrels (*Thinks of an Orion pulverizing a Ravana:D*)
I don't think this'd be too much of a problem - if memory serves, the multi gun ones are primarily the little blobby plasma turretys, rather than the significant weapons in FS2 (Flak, beams)
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I always thought it'd be cool to have, if not different weapons, atleast the three firing points working. My original Kurruk had 3 barreled turrets, and even though the renders showed 3 shots, it never looked nearly as cool in game. :(
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Well there was talk of cyclic firing a whike back, with fire points in a bank firing in a cycle... a triple barrel turret would look cool firing salvos from each barrel in turn :nod:
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Raptors methods for making more realistic Multi-barrel turrets
either:
1) divide intended weapons fire wait by no. of barrels, so triple barrelled turrets fire three times as fast,
OR
2)use the 'swarm' flag in the weapons table, with a swarm number equal to the no. of barrels.
Neither method is perfect, I'll be the first to admit, but it does make having multi-part turrets more sensible.
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I like #1, because it still has the barrels alternating. That's really the best way to go I think :nod:
Now, raptor, do you want to fix all of the tables?
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Goober5000 -
I do belive you are far more experienced now, and the change of the code should not be significant (I mean - how many lines of code does one need to tell the AI to fire from a turet)
Black Wolf -
You can put whatever you want in turrets, and some campaigns have pretty powerfull bloby plasma like tuurets
Raptor -
While both methods can work they require several version of the same wapon, one version for ech turret type (one-barreld, two-barreld, etc...), and I would like to see such turrets fire in salvos (all barrels at once)
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Originally posted by TrashMan
Little...don't you relise that if the code was fixed then you would have double the firepower on some ships?
Think of all the ships that have double/tripple barreld turrets, and how more powerfull they would be if they actually fired from all barrels (*Thinks of an Orion pulverizing a Ravana:D*)
Think of a Phobos smacking around a Kismat in INF. Quadruple Cruiser Torpedoes...;7
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Originally posted by TrashMan
Goober5000 -
I do belive you are far more experienced now, and the change of the code should not be significant (I mean - how many lines of code does one need to tell the AI to fire from a turet)
Read my post again. "The last time somebody"... it wasn't me who made the changes, although it was me who tried to fix them.
We had a member of the SCP try to change the turret ai last month. He only added about 20 lines of code, but it completely messed up the balance. I tried for several hours to fix it before throwing the code out and going back to an earlier version that worked.
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Can someone tell me why the Collossus has MX-52's as a orimary turret
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Originally posted by StratComm
I like #1, because it still has the barrels alternating. That's really the best way to go I think :nod:
Now, raptor, do you want to fix all of the tables?
Well, with 'Swarm' the barrels fire one after the other, but the start point changes, which it shouldn't.
eg.
triple barrelled fires like this: 1-2-3, 2-3-1, 3-1-2, 1-2-3, etc...
And editing tables is easy! There are not that many MP turrets around.
Originally posted by TrashMan
Raptor -
While both methods can work they require several version of the same wapon, one version for ech turret type (one-barreld, two-barreld, etc...), and I would like to see such turrets fire in salvos (all barrels at once)
'Swarm' turrets fire staggered salvos, but yes, it does mean that one needs mutiple versions of the same weapon.
I did say neither system was perfect.....
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With fs2 open you can get near simultaneous firing of missiles with the expanded corkscrew entry.
Just give it a miniscule time between missile lanch and set the rotation to zero - I did it with a torpedo mounted on the Neptune from Inferno and it worked beautifully - although only one of the missile banks would fire.
I wish we had a "fire turret/missile" SExp...
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In the B5 spinoff series Crusade...the Excalibur had a couple of turrets with a heavy pulse cannon and two medium sized beam cannons all on the same turret. It looked wicked cool with rapid firing beam weapons and a similarly rapid fire pulse weapon all trained at the same target.