Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: gevatter Lars on March 22, 2006, 05:29:25 pm
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Just a short question is it know how many different ships can FS handle? I don't mean in a single mission but in general.
IIRC it had something to do with the size of the TBL or something like that.
Some rough numbers would nice to know.
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130 or you break multiplayer. Inferno builds can handle more by doing just that.
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Ok and if I break the multiplayer option?
Also what sets the limit? Is it by the size of the ships.tbl or was it set by someone?
PS: 130...thats quite a lot.
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I can't remember what the limit for Inferno builds is but it's over 200. The limit is basically set but the size of the packets sent between computers in multiplayer. Trying to have more than 130 ships breaks the maximum packet size so FS2_Open enforces a 130 ship maximum.
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If it hasen`t been changed recently, its still set to 250 ships.. :eek2: ;7
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While we're asking, what's the weapon limit, and has this been bumped for Inferno as well?
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The current limits are...
Max number of ships in ships.tbl:
normal = 130
Inferno = 250
Max number of weapons in weapons.tbl:
normal = 200
Inferno = 300
Max number of ships that can be used in a single mission (counts all ships, cargo containers, etc., even of same type):
normal = 400
Inferno = same
Max number of weapons that can exist at one time in a mission:
normal = 350
Inferno = same
Max number of POFs that can be loaded at one time (ships, weapon POFs, skyboxes, etc):
normal = 128
Inferno = 300
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Thaks for the data Taylor. This should either be in Kara's FAQ, or in the Wiki.
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The current limits are...
Max number of ships that can be used in a single mission (counts all ships, cargo containers, etc., even of same type):
normal = 400
Inferno = same
Max number of weapons that can exist at one time in a mission:
normal = 350
Inferno = same
Interesting. How is the weapon-amount calculated ? Does every entry in a capship-turret count one (i.e. 2 turret-arm = 2 weapons), and does every primary bank count seperate (i.e. a three banked fighters adds 3 to the amount , and the secondaries too ? )
I asked because I recently build a mission with certainly no more that 70 ships, but I couldn't add another one . So maybe I hit the weapon-limit ? (But even 350 is pretty high for that mission).
Since I remember the SEXP-Node stuff, does Fred allow the same values too ?
edit :
Thaks for the data Taylor. This should either be in Kara's FAQ, or in the Wiki.
Seconded :D
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The weapon count is only the number of physical weapon shots in a mission. That being every laser, missile, etc. This one usually isn't a limit that you need to worry about since the number of weapons is constantly changing, new weapons are fired, old ones go away or hit their target. The weapon limit isn't anything that should be hit in FRED2, only in an actual gameplay mission. The ships count is the only one that's tied to the mission setup in any way as it comes right from the mission file. Hitting the weapon count meants that at one particular time in a mission that you have the limit number of lasers, missiles and/or countermeasures in use at the same time. But the weapons code will automatically recycle older weapons if it needs room to fire a new weapon.
FRED2 does use all of the same values.
The limits for ships.tbl and weapons.tbl are going to go dynamic with the new pilot code. The network code has been modified to handle more than 130 ships, but those clients/hosts with more than 130 will automatically turn incompatible (temporarily, it's a runtime thing) with retail compatible clients/hosts. This way you can have multiplayer support no matter what your limits are, but it will still be safe for everyone to use too. Other than just being a good thing, this change is mostly so that Inferno can finally have working multi support.