Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SilentMantis on September 03, 2007, 06:58:14 pm
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What is the penalty to the ship if a given subsystem is destroyed? If it is a fighter, the weapons won't fire, sensors won't sense, and comms won't comm. However, with a cap ship it still can fire weapons even with its weapons subsystem destroyed. Does it get a 50% penalty to its accuracy or what? What is/are the penalties? Looking for weapons subsytem specific but if anyone knows the impact to the other subsystems that would be interesting too. Any information out there?
Thanks!
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it looses whatever percentage of the hitpoints id defined in the subsystem entry. if the subsystem has 5% of the hitpoints and your ship has 1000 hitpoints then destroying the subsystem will cause 50 damage. i think.
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Capships blob turrets receive an immense penalty to their accuracy if weapons subsys it taken out. Usually taking out weapons subsys causes blob turrets to miss the target regardless of the target size. Beams do not have this penalty (at least didn't use to).
Engine subsys (taking out all of them) stops the ship. Navigation subsys - if set via ai_profiles.tbl - prevents (should at least) jumping etc.
Taking out subsys causes no damage to the parent ship. However unless defined otherwise hull damage caused to subsystems transfers directly to hull damage for the parent ship.
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Speaking of subsystems and turrets....can we expact to go over 100% (hit point percentage) total for all subsystems in 3.6.10 wihtout problems?
..Like - I like to have HEAVILY armored main turrets - each 20% the ships total HP. However, if I have 5 such turrets I'm allready at 100%...that might cause trouble for other subsystems - lesser turrets, engines and other stuff.
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That is doable already. Also if you really want to play with the larger turrets you can set their hitpoints to be independent of the ships main hitpoints.
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Howzdoyoudothat?
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Capships blob turrets receive an immense penalty to their accuracy if weapons subsys it taken out. Usually taking out weapons subsys causes blob turrets to miss the target regardless of the target size. Beams do not have this penalty (at least didn't use to).
Engine subsys (taking out all of them) stops the ship. Navigation subsys - if set via ai_profiles.tbl - prevents (should at least) jumping etc.
Taking out subsys causes no damage to the parent ship. However unless defined otherwise hull damage caused to subsystems transfers directly to hull damage for the parent ship.
So beams get a free ride? No penalty whatsoever? Seems like there should be some kind of penalty...
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beams have their own miss factors, im not sure if they get scaled or not. then again considering the beams are mostly a plot device with the exceptions of aaa, i wouldnt be supprised if v wanted to keep it simple so they had beter ability to design reliable missions.
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Howzdoyoudothat?
Subsystem flags, http://www.hard-light.net/wiki/index.php/Subsystems#.24Flags:
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**** i didnt know all that was availabe :D see what happens when i spend all my time scripting/programming :D
*adds stuff to nukemod*
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Well... there is the little thing that AFAIK the turrets marked with that flag suffer only from the subsys damage and the armor damage caused to the ship is just wasted (ie. does not transfer). But if you know your way with weapons and ships table file that is not a problem.
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Capships blob turrets receive an immense penalty to their accuracy if weapons subsys it taken out. Usually taking out weapons subsys causes blob turrets to miss the target regardless of the target size. Beams do not have this penalty (at least didn't use to).
Hm, according to code all turrets should have a accuracy adjustement:
//Mess with the turret's accuracy if the weapon system is damaged.
if (weapon_system_strength < 0.7f) {
vec3d rand_vec;
static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
// Add to predicted_enemy_pos value in .45 to 1.5x radius of enemy ship, so will often miss, bu
t not by a huge amount.
vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius
);
}
But this was just a shot out of the blue ...
cu
Fabian
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Well as far as i can remember the beams use their own special targeting method. And ignore the whole predicted position thing and therefore avoid all the penalties from the loss of weapons subsystem... Apart from the multi part turret mounted type 4 beams - as those beams fire 'along the barrel line' and the turrets themselves get the penalty.