Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Deepblue on March 09, 2005, 05:00:22 pm
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(http://server3.uploadit.org/files/DeepblueWA-Gun3.jpg)
(http://server2.uploadit.org/files/DeepblueWA-Gun2.jpg)
(http://server2.uploadit.org/files/DeepblueWA-Gun1.jpg)
Phear teh cannons!
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Erk. Phear teh slowdown, more like ;) Nice, though...
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FPS goes down significantly when taking screenshots. I had an FPS of 25 when I took that shot on a machine that tops at 30 in normal FSO.
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From those screens, it appears that the shots alternate from cannon to cannon, left to right.
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AWESOME
Looks great!
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Yeah, they do.
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Good catch Psychic, they do alternate from left to right...just like in the show:-D
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Mmm, SCP weapon flags in action.
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Are you sure they alternate? I was just watching a taped episode, and it doesn't look that way to me...
EDIT: Just watched it again. Muzzleflash on both sides at the same time, though it's a bit difficult to tell if the shots are moving out in sychronous with each other because of the spray effect in that scene...
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I know they don't in the old show, but I haven't seen the new version. The only way that wouldn't be ungodly annoying in the Freespace engine, though, is to give them a VERY high rate of fire.
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we have to find a way to optimize gameplay so we dont have a decrease in performance for midlevel system on one level of detail instead of random custom flags.
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Originally posted by ngtm1r
Are you sure they alternate? I was just watching a taped episode, and it doesn't look that way to me...
EDIT: Just watched it again. Muzzleflash on both sides at the same time, though it's a bit difficult to tell if the shots are moving out in sychronous with each other because of the spray effect in that scene...
It isn't fully noticable until you take a screen shot. I took several screen shots, and upon doing so, it IS apparent that the fire--in the NEW series--DOES alternate (also keep in mind, the old series used focused energy weapons--lasers--while the new series uses projectile weapons ~.50 calibur)
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Originally posted by WMCoolmon
Mmm, SCP weapon flags in action.
It also uses $fof: but you can't see that in the pic.
Can you tell me how ballistic weapons are handeled now? The old method doesn't seem to work with your latest builds so I'm assuming it got revamped.
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Originally posted by StratComm
I know they don't in the old show, but I haven't seen the new version. The only way that wouldn't be ungodly annoying in the Freespace engine, though, is to give them a VERY high rate of fire.
Done.
$firewait: 0.12
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There's a ship flag you have to set, and you need to set the $Cargo: factor of the ballistic weapon, and the $Pbank capacity for the ship that the ballistic primaries are going to be mounted on.
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Thats what its always been like... Your builds seem to not like those table hacks.
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They have to be in the right position. Ie, you can't just slap them in down the bottom.
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$Pbank capacity: should be right after $Default pbanks:
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Originally posted by RedAssAg05
It isn't fully noticable until you take a screen shot. I took several screen shots, and upon doing so, it IS apparent that the fire--in the NEW series--DOES alternate (also keep in mind, the old series used focused energy weapons--lasers--while the new series uses projectile weapons ~.50 calibur)
Unhh you sure they are .50cal? That weapon was considered totally inadequate by 1953 by the USAF and the USN reached the same conclusion in 1948 or so. I realize its the future but lets bring it up a notch....the latest fighters from Europe and Russia have 27mm or 30mm rotary barrel cannons. So does a canon source say .50cal or is this added fiction?
In the show absolutely the weapons rotate between banks. Its very rapid fire and its not at all like the original BSG in this way. Combat is much faster...there's a very good spray of shots being fired...that sort of thing. Cylon and Colonial alike really...except the Cylon ones are blue. In the MOD, I'd try and mix things up a bit. Offer a few different modifications of weaponry. After all, traditional guns have different ammo belts so you guys can do some interesting things there. Like a AP belted gun for subsystem disabling...and a Explosive/Incendiary round for normal ops...and anything else that you can think of. Just a thought.
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According to this (http://battlestarwiki.joebeaudoin.net/index.php?title=KEW), they're railguns. I don't know what the source of that info is, though. (NB: also see http://battlestarwiki.joebeaudoin.net/index.php?title=Viper on the same wiki)
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"I have one simple request. And that is to have sharks with FRICKIN LASER BEAMS attached to their heads...."
I'm catching up with the original series to sustain me till the 2nd season begins. I understand that the new BSG is supposed to me more down to earth. But if they have the technology for faster than light travel, and the ability to create insano self-aware toasters, I think particle weaponry wouldn't be so far fetched . I like "laser beams". I have to admit, kinetic weapons do give the Galactica personality.
Anyone know of a way to have alternating graphic for primary weapons? Since the show uses bullets with chaser rounds, I think it would be cool to have intermitted invisible fire. I guess I can fake it and make two different primaries, one visible, one not, and use alternate flag. Just curious if it were possible,
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Um..... don't think so. I have a feeling intermittent invisible fire could get a bit annoying or confusing, though.
Incidentally, found a document about the BSG design philosophy; http://www.galactica2003.net/articles/concept.shtml
Dunno who actually wrote it, though.
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Originally posted by WMCoolmon
$Pbank capacity: should be right after $Default pbanks:
I swear everything was in the right position. It works with bobs missle render build so why not yours?
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Originally posted by IceFire
Unhh you sure they are .50cal?
Nope, not sure at all...hence the ~. I was just giving an example of a large calibur ballistic round.
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After a certain velocity, kinetic weapons can pack a bigger wallop than energy/laser weapons, especially on a fighter craft where the laser assembly would be very large and cumbersome.
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Originally posted by Deepblue
I swear everything was in the right position. It works with bobs missle render build so why not yours?
If everything's in the right order it should work...what's the error? If it's a parsing error, can you send me a copy of the entry(ies) in question?
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Originally posted by RedAssAg05
Nope, not sure at all...hence the ~. I was just giving an example of a large calibur ballistic round.
Yeah....50cal is wussy for an advanced space fighter. As I said...the typical weapon of the 5th generation jet fighters is a 27mm cannon.
For instance, the 27mm Mauser BK-27 on the Eurofighter Typhoon has some very impressive stats:
The Typhoon is equipped with a single MauserWerke GmbH developed BK-27 cannon mounted internally in the fuselage forward of the starboard wing. The Mauser cannon is becoming a standard weapon for European airforces, it equips among other aircraft the Panavia Tornado, Alpha-jet blister pods and SAAB/BAe Gripen. It utilises 27mm high explosive shells with a maximum firing rate of some 1700 rounds a minute, each aircraft will likely carry approximately 150 rounds. Several different types of shell are available. All ammunition types have the same internal and external ballistic behavior, which means the sights do not have to be adjusted for each type.
(http://www.eurofighter.starstreak.net/Eurofighter/weapons.html)
Thats a bit more than a .50cal :D Sorry to drive it home. I love this sort of thing :)
Anyways, the Rail Gun concept is probably the best of all possibilities.
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Always useful when your fighter carries about 5 seconds worth of ammo. Admittedly it isn't used all that often, but still.
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Originally posted by Omniscaper
I understand that the new BSG is supposed to me more down to earth. But if they have the technology for faster than light travel, and the ability to create insano self-aware toasters,
That's my biggest problem with the series:
"Oh it's just like modern Earth! Minus FTL travel, sentient AIs who rebelled, super-efficient environmental systems on the warships, etc. etc. But it's *exactly* like modern Earth! We even wear ties!"
If they took some time like they did with the miniseries to make the citites look less modern-city-through-color-filter!!!111 and had the clothing more or less modern with some tweaks such as say using a semi-precious stone in the collar instead of a tie it'd be fine. But some of the things are too overtly modern-Earth, having subtle differences but an overall familiarity would work better.
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Originally posted by WMCoolmon
If everything's in the right order it should work...what's the error? If it's a parsing error, can you send me a copy of the entry(ies) in question?
; ----------------------------------------------------------------------------------
; Sidearm
;
$Name: @MG-133 HE
+Title: XSTR("Colonial MG-133 HE", 3243)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", 3244)
$end_multi_text
+Tech Title: XSTR("MG-133 HE", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The Viper's special gun.", 3245)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: mgun
@Laser Glow: mgunglow
@Laser Color: 250, 110, 00
@Laser Color2: 250, 110, 00
@Laser Length: 4.7
@Laser Head Radius: 1.3
@Laser Tail Radius: 1.3
$Mass: 0.06
$Velocity: 1580.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.12 ;; in seconds
$Damage: 62
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.3
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.012 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "cycle" "player allowed" "ballistic" "stream")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
$fof: 0.05
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Running on a red-hot debug build, the only parsing complaint I get is that no $Rearm rate is specified.
Edit: I did change the name, so that the references in ships.tbl would work.
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Hmmm, have you tried the ships table modifications? *tests*