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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

Title: @RT - Bug? Capital Ship missile firing rate
Post by: ChronoReverse on February 03, 2004, 08:44:33 pm
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.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Liberator on February 03, 2004, 09:48:21 pm
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).
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Bobboau on February 03, 2004, 10:03:29 pm
I think that's normal, try the mission with the origonal EXE
Title: @RT - Bug? Capital Ship missile firing rate
Post by: ChronoReverse on February 03, 2004, 10:03:44 pm
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
Title: @RT - Bug? Capital Ship missile firing rate
Post by: FoxHound on February 03, 2004, 11:17:30 pm
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!)
Title: @RT - Bug? Capital Ship missile firing rate
Post by: redmenace on February 03, 2004, 11:30:07 pm
do those missles have the huge missle tag? If they don't there is no use in firing them.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Bobboau on February 03, 2004, 11:41:32 pm
well they probly didn't know that
Title: @RT - Bug? Capital Ship missile firing rate
Post by: SadisticSid on February 04, 2004, 05:26:41 pm
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.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: StratComm on February 04, 2004, 05:35:29 pm
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.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Flipside on February 04, 2004, 05:49:45 pm
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.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Robin Varley on February 04, 2004, 06:30:46 pm
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.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Deathstorm V2 on February 05, 2004, 05:44:01 am
The whole fire rate thing is the only area that Tachyon beats FS at.  When a warship pops up in Tachyon, space lights up.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Kosh on February 06, 2004, 12:03:51 am
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?
Title: @RT - Bug? Capital Ship missile firing rate
Post by: karajorma on February 06, 2004, 05:32:14 am
The mission wouldn't have been any fun if the psamtik had used its beams.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: SadisticSid on February 06, 2004, 05:59:41 am
The Vasudans just wanted to draw pretty patterns on the Impervious' hull with their AAA beams.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: karajorma on February 06, 2004, 07:24:51 am
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 :)
Title: @RT - Bug? Capital Ship missile firing rate
Post by: TopAce on February 06, 2004, 09:43:01 am
Quote
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.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: karajorma on February 06, 2004, 12:02:43 pm
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.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Zarax on February 06, 2004, 01:55:12 pm
Maybe they wanted to save reactor power?
Title: @RT - Bug? Capital Ship missile firing rate
Post by: ChronoReverse on February 06, 2004, 01:57:51 pm
Actually, I've noticed that capital ships rarely use the big beams on cruisers and tend to use the AAAF's
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Zarax on February 06, 2004, 02:03:23 pm
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...
Title: @RT - Bug? Capital Ship missile firing rate
Post by: TopAce on February 06, 2004, 03:25:06 pm
Quote
Originally posted by Zarax
...
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.
Title: @RT - Bug? Capital Ship missile firing rate
Post by: SuperCoolAl on February 07, 2004, 12:36:25 pm
then why was the colossus on about the beams draining energy in High Noon?
Title: @RT - Bug? Capital Ship missile firing rate
Post by: Zarax on February 07, 2004, 01:38:58 pm
Because the mission scripters wanted something to extend mission duration with... After all it was meant to be the biggest battle ingame...