Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: ChronoReverse on February 03, 2004, 08:44:33 pm
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This is the mission where you first miss the Iceni then get to kill Loki fighters and watch the Psalmtik kill two leviathon cruisers.
I'm using RT's pcx-fixed build (the one he posted earlier).
I couldn't help but notice that the Psalmtik and the Leviathon were firing missiles at each other a rate I don't seem to recall being that high.
Take a look.
(http://chronoreverse.tripod.com/cgi-bin/missile.txt?heh.jpg)
See all the missiles going left? They're from the Psalmtik. See the stream of missiles going towards the right? That's from the leviathon.
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Fusion Mortars should fire at the same rate. Could be the Leviathan's turret is retargeting after each volley(The Hatshepsut's FMs are fixed).
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I think that's normal, try the mission with the origonal EXE
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Hmm... well, I've retested with the 12_20 build and the problem isn't there. The glows in 12_20 are much more visible too. I guess the pcx-fixed build broke some other stuff.
@liberator
I don't think it's retargetting since it's just firing a straight stream of missiles
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I think they were just ****ting themselves (holy ****, how are we going to take on the psamtik? FIRE ALL ZE MISSILES AS FAST AS YOU CAN!)
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do those missles have the huge missle tag? If they don't there is no use in firing them.
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well they probly didn't know that
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On a slightly related note, does anyone know why cruiser and corvette turrets seem to target a hell of a lot faster than ones on destroyers? In Inferno most destroyers' turrets will not fire at you, even if you're the only ship in the firing cone, until you shoot at the ship for a good few seconds.
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It may be a targeting priority code, and it almost certainly lies in the AI code somewhere. It may also have to do with the sheer size of the ships, and the number of other targets that they may be simultaneously engaging.
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I don't think it even bothers with 'locking on' as such for capships, probs because you are permanently inside the 'Hud' of a capship as soon as you are in range. Missiles are assumed locked on from the moment they are primed to fire. As for missiles, I can't say I've noticed a difference, but then I'm working with Terran ships at the moment, and amazingly few of them come with Missile Launchers as standard.
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Well the ol' fusion mortar can fire 1 shot every second, and there are 5 of 'em on the Hatshepsut. I say 'can fire' as the fire rate gets slowed down depending on whether the ship is on your side (unless it's a 'Huge' flagged weapon), what difficulty your playing on, the AI level of the ship and finally there's also a +/- 10% modifier, so it's either a high difficullty or maybe that bit of code got commented out.
You know I honestly can't remember playing that mission, hmmmn better go play the Main campagin again.
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The whole fire rate thing is the only area that Tachyon beats FS at. When a warship pops up in Tachyon, space lights up.
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One thing I don't really understand in that mission was why did the Psamtik not use it's anti-capital ship beams against the cruisers? Was it to demonstrate just how powerful the Hatshepsut really is?
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The mission wouldn't have been any fun if the psamtik had used its beams.
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The Vasudans just wanted to draw pretty patterns on the Impervious' hull with their AAA beams.
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Its not like they thought the Psamtik was in any real danger :) They probably wanted to have some cat and mouse style fun with them first :)
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Originally posted by Kosh
One thing I don't really understand in that mission was why did the Psamtik not use it's anti-capital ship beams against the cruisers? Was it to demonstrate just how powerful the Hatshepsut really is?
I vote that [V] simply forgot to set the beam-free-all.
At least you can grab the kill for the Fenris cruiser, if you fire a salvo of Tempests at it.
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You can grab the kills for both if you're good enough.
IIRC the Psamtik does fire its AAA weapons which proves that it was deiberate.
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Maybe they wanted to save reactor power?
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Actually, I've noticed that capital ships rarely use the big beams on cruisers and tend to use the AAAF's
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I do not agree on this, it depends mainly on script and angolation.
When a capship got a cruiser in beam range it will hit it with big beams...
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Originally posted by Zarax
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When a capship got a cruiser in beam range it will hit it with big beams...
I agree on this. Since beams can fire constantly in every 30 seconds(roughly). Energy drainage is not an option here.
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then why was the colossus on about the beams draining energy in High Noon?
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Because the mission scripters wanted something to extend mission duration with... After all it was meant to be the biggest battle ingame...