Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Hades on August 03, 2007, 01:03:00 pm

Title: Guns
Post by: Hades on August 03, 2007, 01:03:00 pm
How many guns is Fs2_open able to handle?
Title: Re: Guns
Post by: Snail on August 03, 2007, 01:08:23 pm
Primary hardpoints?
Title: Re: Guns
Post by: Hades on August 03, 2007, 01:12:15 pm
No turrets.Sorry my bad.
Title: Re: Guns
Post by: akenbosch on August 03, 2007, 01:57:32 pm
depends on how much the converter can handle first.
Title: Re: Guns
Post by: NGTM-1R on August 03, 2007, 02:07:04 pm
100 IIRC. This places a rather more effective cap on ship size than anything else in the engine really.
Title: Re: Guns
Post by: TrashMan on August 03, 2007, 02:22:01 pm
IIRC, Kaz told me 50 of them can be multi-part...per ship ;)
Title: Re: Guns
Post by: Mobius on August 03, 2007, 02:25:37 pm
Hey, wait...does the max number of turrets depend on the dimensions of a specific ship?
Title: Re: Guns
Post by: TrashMan on August 03, 2007, 02:43:30 pm
YOU WISH! :lol:
Title: Re: Guns
Post by: akenbosch on August 03, 2007, 02:49:53 pm
i dont wish. i like bombers with more than 50 turrets!  ;7
Title: Re: Guns
Post by: TrashMan on August 03, 2007, 02:56:12 pm
AFAIK, the most turrrets I've seen on a bomber is 6..and even that is pushing it :lol:
Title: Re: Guns
Post by: akenbosch on August 03, 2007, 03:00:57 pm
depends on what weapons the turrets have

command: were sending in our new bombers alpha. watch out for the 60 BFgreens they have!
alpha 1: hu-
*bombers arrive and begin firing*

*screen with my perseus getting hit by 10 beams*

-akenbosch was destroyed by friendly fire from gamma 3-
Title: Re: Guns
Post by: TrashMan on August 03, 2007, 03:44:54 pm
Pusing it since if you get damaged, the damage report fills your entire screen! :lol:


"Aha! Prepare to day Sathanas!"

*Alpha 1 gets hit by a few flak rounds*

"Whaaat? I can't see! I can't see! turret 14 at 52%?? What? AAAAAAAAAAAAAAAAAAa!"

*Alpha 1 dies form colision with a Sathanas*
Title: Re: Guns
Post by: Bob-san on August 03, 2007, 03:52:23 pm
Doesn't the game crash after ~15 damaged subsystems?
Title: Re: Guns
Post by: TrashMan on August 03, 2007, 04:39:11 pm
*alpha 1 dies from game charsh*....*this message will not be shown*
Title: Re: Guns
Post by: akenbosch on August 03, 2007, 06:39:27 pm
how many primary/secondary hardpoints can it handle? how many turret gunpoints (not actual turrets)?
Title: Re: Guns
Post by: TrashMan on August 03, 2007, 07:02:17 pm
2 (or 3) primaries and 3 secondaries...is a standard..I dunno if FSO supports more

Title: Re: Guns
Post by: akenbosch on August 03, 2007, 07:32:53 pm
it can support MANY MANY banks. 2 n' 3 are juts standard. im asking about hardpoints!
Title: Re: Guns
Post by: Turey on August 03, 2007, 09:05:41 pm
it can support MANY MANY banks.

Wrong!
Code: [Select]
#define MAX_SHIP_PRIMARY_BANKS 3
#define MAX_SHIP_SECONDARY_BANKS 4

im asking about hardpoints!

Seems to be 25 hardpoints per bank, 10 gunpoints per turret, if I'm reading the code correctly.
Title: Re: Guns
Post by: akenbosch on August 03, 2007, 09:14:15 pm
when will it be bumped? i have a gunship planned with 6 primary banks.

(wow, i sound kinda like a n00b!...or im suffering from trashmanitis)
Title: Re: Guns
Post by: Turey on August 03, 2007, 09:26:50 pm
when will it be bumped? i have a gunship planned with 6 primary banks.

It's not likely to be bumped. There's not enough room on the HUD for more.
Title: Re: Guns
Post by: akenbosch on August 03, 2007, 09:30:22 pm
is there a way to move HUD gauges around?
Title: Re: Guns
Post by: Solatar on August 03, 2007, 09:35:28 pm
Merge a few of the gun banks so they fire at the same time and aren't seperate banks?
<little voice>but I want them all to be seperate weapon types!</little voice>
Make some of the weaponry into turrets.
Title: Re: Guns
Post by: akenbosch on August 03, 2007, 10:20:51 pm
<a voice somewhat larger>but i want too control them!<a voice somewhat larger>
get rid of the time counter?
Title: Re: Guns
Post by: Mars on August 03, 2007, 10:31:56 pm
I don't want to spend my game switching through 6 banks constantly thank you very much.
Title: Re: Guns
Post by: Snail on August 04, 2007, 06:23:44 am
I don't want to spend my game switching through 6 banks constantly thank you very much.

it's fun in a Seraphim.
Title: Re: Guns
Post by: Grizzly on August 04, 2007, 07:58:35 am
it can support MANY MANY banks.

Wrong!
Code: [Select]
#define MAX_SHIP_PRIMARY_BANKS 3
#define MAX_SHIP_SECONDARY_BANKS 4

im asking about hardpoints!

Seems to be 25 hardpoints per bank, 10 gunpoints per turret, if I'm reading the code correctly.

Possibly right.. many might be any value above 1. thus 2+2 (many+many) is 4...
Title: Re: Guns
Post by: Getter Robo G on August 04, 2007, 08:05:05 am
when will it be bumped? i have a gunship planned with 6 primary banks.

(wow, i sound kinda like a n00b!...or im suffering from trashmanitis)

Nah, you just sound like Takashi...  ;7

And Joshua, did you get that 1984 memo, 2+2=5. Please make a note of it otherwise the Bureau of New-speak will be by shortly to "refresh" you (Long live the Party!)...  :p
Title: Re: Guns
Post by: Snail on August 04, 2007, 08:09:32 am
2+2=4 mark crimethink remake goodthink fullwise
Title: Re: Guns
Post by: Mathwiz6 on August 04, 2007, 10:52:49 am
If 2+2=5, 3=2+1, 6=5+1, then 2+3=6
Title: Re: Guns
Post by: Harbinger of DOOM on August 04, 2007, 12:27:36 pm
OMFG, MATHS!!!!!!!!!!!!!!111111111111111111111ONE
Title: Re: Guns
Post by: Mathwiz6 on August 04, 2007, 12:39:27 pm
I had to do it sometime  :D
Title: Re: Guns
Post by: Snail on August 04, 2007, 12:59:00 pm
Miniluv mark Mathwiz6 vaporize.