Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on January 05, 2007, 04:59:15 am
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I made a particularly intense test map with no scripting. Dozens of fighters, numerous destroyers (of which are my Lightning Destroyers), big battles, and most of all, lots of projectiles. Every time I start this mission, whenever I fire I hear the sound, see the muzzle flash, but no projectile. Even missiles have the same problem, they don't shoot! This kills gameplay because I shoot but the game doesn't register a shot or a hit. I could spend several minutes chasing down a fighter shooting my guns like crazy and still be chasing him to no avail. Is there some kind of projectile limit built into FS2? If so, it means big trouble for my mod as lots of ships and high rate of fires is some of the smaller yet still a strong defining point in my gameplay.
To set the atmosphere:
My Lightning Destroyers have around 40 turrets. 4 of which are missile launchers that swarm 12 missiles every second (yep, lots), 1 giant missile every 15 seconds, the rest are plasma turrets with varying firing rates (mostly very high ROF). And there are 4 of them on the map.
My basic (human) fighters have a very high ROF cycling weapon similar to the Subach but faster. My heavier fighters have 8 fire points for this weapon and seriously shoot LOTS of bolts.
There are several enemy destroyers with primarily beam weapons that don't seem to be hampered by the cap if there is one. The enemy fighters use small, relatively average beam cannons with a reasonable rate of fire and swarm missiles.
Because the enemie's weapons are unhindered I get creamed most of the time because I can't kill them if my weapons don't shoot.
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I've heard that this is a problem of BOE-like missions: since the game can't make all the hit calculations, it ignores most of the hits. It happened also to me when creating BOE missions.
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This isn't really a BOE mission, the BOE was far more intense. Well I fixed the map a little, I got rid of 2 destoryers that really did nothing and fixed some firing rates and ranges and it seemed to fix the problem.
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The only time I ever had that kind of weapon problem was post retail/pre-scp when I had 50 caps per side and like 200 fighters for a BOE mission (I still got screenies!)
I've calmed down a lot since then... :nervous:
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Umm, OVERKILL! Lol
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I don't know about recent builds, but traditionally too many subsystems (or possibly sub-objetcs I forget which) kills the collision detection. I'd suggets making a "dumy" version of your ship, ie cut down the systems if all it's for is to sit in the background and look cool. Don't know how well it would work.