Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Warp Shadow on January 27, 2008, 03:23:48 pm

Title: Point defense
Post by: Warp Shadow on January 27, 2008, 03:23:48 pm
Okay let's cut to the chase. The mod I am working on is attempting to be as feasible and realistic as possible (up to a point, gameplay takes precedence over realism, just that everything can be logically and scientifically explained without using star trek esque technobabble) therefore much time has gone into researching navy and airforce tactics, modern and prototype weapons, plasma physics, etc. so the large ships (of frigate size and up) work a lot differently than in freespace with differences in maneuverability,  durability, speed, AI, tactics, turrets, firepower and a REALLY different turret system. The thing that is bugging me right now though is point defense systems.

Today, shooting down fighter-planes on board a ship is being taken over from AA guns to SAM launchers, but intercepting actual bombs and missiles is pretty much impossible. In my mod, each of the races has their own unique method of dealing with fighters/bombers and a different method for dealing with bombs/missiles such as point lasers, EMP blasts and so on. Now for the humans, the smartest idea for taking down fighters/bombers would be a selection of nasty missile turrets sprinkled over the hull, unfortunately, this ends up proving far too efficient (missiles are realistic in here so they are fast, powerful and very hard to avoid) and a bombing run either results in success or failure where success means dodging all the locks and flying off without a shot fired at you which= boring, failure means ****loads of missiles flying at you which=death. So in order to make it more fun, dedicated spamming turrets bathe you in a shower of "bullets" which is much less frustrating and looks cooler making failure not as painful and success more exhilarating.

Unfortunately these things are absolute crap at taking down even slow, ship to ship torpedoes so for anti ordinance we have the flak screen which I'm sure most of you know about (a lot like the BtRL team's battlestar), Unfortunately again these things always seem to aim at the fighters while bombs are closing in, fail to kill the fighter not to mention defending the ship which is the reason they were even built, take 14 hits for anti-cap bombs and deservingly blow up into a million tiny fragments of pure, concentrated phail.

I realize that adding the "small" flag into the weapons entry makes it only go after small targets but is there any way to split this up further into only going for (or simply preferring to go for) munitions vs craft? Please tell me there is :sigh:
Title: Re: Point defense
Post by: General Battuta on January 27, 2008, 03:41:02 pm
Shooting down missiles is practical today. Phalanx, RAM -- there are all sorts of CIWS that can shoot down enemy missiles.
Title: Re: Point defense
Post by: Hellstryker on January 27, 2008, 04:48:40 pm
He wants to know how to do it in fs.. read it right ;\
Title: Re: Point defense
Post by: Warp Shadow on January 27, 2008, 04:58:14 pm
I don't think we're on the same page here, I am aware of Close-In-Weapon-Systems (which are basically the problem here) but I'm not talking about the type of missile's you're thinking of. Anti-ship missiles or cruise missiles are not the problem here and neither are torpedoes, that's what the lasers and EMPs are for. What I'm saying is impossible to intercept is when a plane flies right over/at you carrier, fires all it's SRAMS or drops all of it's bombs and buggers off. That's what's being a pain in the ass. The flak guns made for shooting down the bombs are crap against the fighters and the machine guns made for killing fighters are crap at hitting bombs and so I need a way to divvy up the targeting.
Title: Re: Point defense
Post by: Warp Shadow on January 27, 2008, 04:59:51 pm
 :lol:
Right while I was typing up my massive explanation someone explained for me in a sentence!

Yeah he's right, basically I can't/won't use missile launchers like we do in real life for point defense because they are no fun and so I need help making my way work.
Title: Re: Point defense
Post by: InsaneOne on January 27, 2008, 05:15:37 pm
Maybe add the "bomber+" flag to the flak guns so while they're shooting bombers they'll hit the bombs too? (I don't even know if the flag really works or not)
Title: Re: Point defense
Post by: Hellstryker on January 27, 2008, 05:28:54 pm
:welcomeblue:  :nod:
Title: Re: Point defense
Post by: Warp Shadow on January 27, 2008, 05:40:46 pm
Hmmmmmm... that might just work...

And how do you fire welcome beams :confused:
Title: Re: Point defense
Post by: blowfish on January 27, 2008, 05:57:04 pm
Maybe add the "bomber+" flag to the flak guns so while they're shooting bombers they'll hit the bombs too? (I don't even know if the flag really works or not)

IIRC, the "bomber+" flag will make the weapon only be used against bombers, ignoring fighters, capships, bombs, and everything else.  Flak guns tend to be unable to shoot down bombs anyway.
Title: Re: Point defense
Post by: Warp Shadow on January 27, 2008, 06:12:00 pm
Well my flaks are more of a moving flak screen (I am well aware the vanilla ones suck :blah:) and so taking down the bombs isn't really the problem but if the +bomb flag wont work, what will?
Title: Re: Point defense
Post by: blowfish on January 27, 2008, 06:42:58 pm
Most turrets (including flaks) will automatically target bombs first, I think bombs are destroyed by being directly hit by a laser or within the inner radius of a blast (I could be wrong here), so make flak guns with a big inner radius that don't do huge amounts of damage or have slightly lower shield damage numbers so they don't tear through fighters instantly.
Title: Re: Point defense
Post by: Warp Shadow on January 27, 2008, 06:47:45 pm
Okay but then wouldn't the AA guns target the bombs too?
Title: Re: Point defense
Post by: Woolie Wool on January 27, 2008, 06:55:05 pm
Maybe add the "bomber+" flag to the flak guns so while they're shooting bombers they'll hit the bombs too? (I don't even know if the flag really works or not)

IIRC, the "bomber+" flag will make the weapon only be used against bombers, ignoring fighters, capships, bombs, and everything else.  Flak guns tend to be unable to shoot down bombs anyway.

I thought the bomber+ flag only worked with huge weapons, and the AI would use bomber+ missiles against huge targets when no bombers are around.
Title: Re: Point defense
Post by: blowfish on January 27, 2008, 07:08:56 pm
Well, I could be wrong, I'm just going on what the wiki says:

Quote from: FSWiki
The AI will prefer to use this weapon against bombers.[/qoute]
Title: Re: Point defense
Post by: bizzybody on January 28, 2008, 12:57:32 am
Shooting artillery shells and other small, fast-moving munitions is possible. Research THEL. Tactical High-Energy Laser. It's a USA-Isreal collaboration, originally designed for installation in northern Isreal to stop Katyusha rockets launched from Lebanon. Now there's MTHEL, M for Mobile. Last I had a look, it fit in a couple of semi-trailers and they were working on compacting into one- eventually into a rig small enough to mount on a Hummer.

There's been some noise about the possibility of a THEL system having been flown on the shuttle Atlantis, but that's one secret the military has been able to keep very well. No nameless "high up sources" leaking to the press. (All of whom should be tossed in prison along with the journalists they talk to. What part of SECRET don't they understand?)
Title: Re: Point defense
Post by: InsaneOne on January 28, 2008, 06:21:15 am
Because a little rumor makes things seem better than they are.
Title: Re: Point defense
Post by: Grizzly on January 28, 2008, 06:32:11 am
Because a little rumor makes things seem better than they are.

Quoted for Truth.
Title: Re: Point defense
Post by: Warp Shadow on January 28, 2008, 11:15:22 am
Yes but you see I already have a race using lasers and so I wanted the humans stuff to be different.
Title: Re: Point defense
Post by: Flaser on January 28, 2008, 10:52:09 pm
Shooting artillery shells and other small, fast-moving munitions is possible. Research THEL. Tactical High-Energy Laser. It's a USA-Isreal collaboration, originally designed for installation in northern Isreal to stop Katyusha rockets launched from Lebanon. Now there's MTHEL, M for Mobile. Last I had a look, it fit in a couple of semi-trailers and they were working on compacting into one- eventually into a rig small enough to mount on a Hummer.

There's been some noise about the possibility of a THEL system having been flown on the shuttle Atlantis, but that's one secret the military has been able to keep very well. No nameless "high up sources" leaking to the press. (All of whom should be tossed in prison along with the journalists they talk to. What part of SECRET don't they understand?)

I find that somewhat unlikely, given that it takes a very different design to use a laser in space then on Earth.
For one thing, the laser on Earth has a huge heat-sink: the Earth itself. For another the laser in space doesn't have to deal with blooming or ionized air.
Title: Re: Point defense
Post by: Kazan on January 29, 2008, 05:53:49 pm
simple fact: those real life anti-missile lasers perform dismally even in tests rigged in their favor
Title: Re: Point defense
Post by: DarkShadow- on January 30, 2008, 07:00:12 am
Well, back to topic, the solution is actually easy, but requires some work:

With SCP, we got the lovely turret-set-target-order-SEXP link to wiki (http://hard-light.net/wiki/index.php/SCP_SEXPs#turret-set-target-order).

So, you simply set target order for your anti-bomb-turrets to bombs only:

turret-set-target-order
- shipname
- turretname
- bombs

And, if all other guns should ignore bombs:

turret-set-target-order
-shipname
-turretname
-ships
-asteroids

This works fine for me, I'm using a rapid firing "laser" (-> actually a machinegun) to fend of fighters or bombs in my own mod. Same way you can force huge guns to ignore bombs completely (atm, if you activate "Huge turrets ignore bombs", they don't fire at bombs, but they target bombs and so stop firing at enemy ships).
Title: Re: Point defense
Post by: Wanderer on January 30, 2008, 07:50:03 am
This works fine for me, I'm using a rapid firing "laser" (-> actually a machinegun) to fend of fighters or bombs in my own mod. Same way you can force huge guns to ignore bombs completely (atm, if you activate "Huge turrets ignore bombs", they don't fire at bombs, but they target bombs and so stop firing at enemy ships).

Really? I haven't seen them targeting bombs if that ai_profiles flag is in use.. If they do then that is a bug
Title: Re: Point defense
Post by: Warp Shadow on January 30, 2008, 06:35:16 pm
But wouldn't I have to do that for each and every turret on a ship?

EDIT: What if I just made the anti fighter tureets huge, made them ignore bombs but add the +small flag? That way they would target fighters, bombers and bombs but ignore the bombs and the +huge flag would never come into play seeing as it would never fire at big ships?
Title: Re: Point defense
Post by: DarkShadow- on January 31, 2008, 06:26:13 am
Really? I haven't seen them targeting bombs if that ai_profiles flag is in use.. If they do then that is a bug

Well, all I can say is that, if there some huge weapons in use, they randomly stop firing at their target if one or several enemy bombs are launched. Doesn't happen everytime, but it's recognizable. However, it never happens when I use the turret-set-target-order SEXP.

But wouldn't I have to do that for each and every turret on a ship?

Guess why I said it requires some work ;)

EDIT: What if I just made the anti fighter tureets huge, made them ignore bombs but add the +small flag? That way they would target fighters, bombers and bombs but ignore the bombs and the +huge flag would never come into play seeing as it would never fire at big ships?

Hmm, test it, that's all I can say.
Title: Re: Point defense
Post by: TrashMan on January 31, 2008, 09:32:04 am
I don't think we're on the same page here, I am aware of Close-In-Weapon-Systems (which are basically the problem here) but I'm not talking about the type of missile's you're thinking of. Anti-ship missiles or cruise missiles are not the problem here and neither are torpedoes, that's what the lasers and EMPs are for. What I'm saying is impossible to intercept is when a plane flies right over/at you carrier, fires all it's SRAMS or drops all of it's bombs and buggers off. That's what's being a pain in the ass. The flak guns made for shooting down the bombs are crap against the fighters and the machine guns made for killing fighters are crap at hitting bombs and so I need a way to divvy up the targeting.

I have a gattling turret on my ships and it's great at shooting down everything - from bombs to fighters/bombers.
Can you post the stats of your CIWS gun?
Title: Re: Point defense
Post by: Warp Shadow on January 31, 2008, 03:51:43 pm
Do your ships move really fast and do your missiles use additive velocity and do you use the fields of fire tag because otherwise I'm afraid it will be greatly out of context. Besides, I'm really starting to like the concept of a flak screen and two separate weapons to fill separate roles rather than diverting dozens of the same weapon to different tasks. If it becomes necessary I will post it however.
Title: Re: Point defense
Post by: Polpolion on January 31, 2008, 05:00:04 pm
Flak screens are stupid and weak.

Now flak barriers, on the other hand...
Title: Re: Point defense
Post by: InsaneOne on January 31, 2008, 06:57:04 pm
Why just a barrier? Why not a sphere of exploding flak around a ship?  ;)
Title: Re: Point defense
Post by: Warp Shadow on January 31, 2008, 07:06:35 pm
Well that's basically the same thing. A flak sphere would require absurd amounts of flak turrets and would just be no fair!
Title: Re: Point defense
Post by: InsaneOne on February 01, 2008, 08:54:39 am
It'd look pretty though
Title: Re: Point defense
Post by: Polpolion on February 01, 2008, 11:46:42 am
Well that's basically the same thing. A flak sphere would require absurd amounts of flak turrets and would just be no fair!

Pfft. Real life isn't fair. And I thought this was for a realism mod? :p
Title: Re: Point defense
Post by: Warp Shadow on February 01, 2008, 04:26:45 pm
Realistically though an entire sphere of flak would be completely impractical unless you had a ship dedicated to it's sole use.........wait a minute.....that's given me an idea. A ship class completely dedicated to intercepting fire with numerous point defense turrets and only minimal armament with a wide cover range and high speed. You could intersperse them around a battle formation and they would protect the surrounding ships from incoming fire (most ship to ship weapons are secondaries not blobs) and you can move them quickly to vital points that need protection! It's brilliant I say! Brilliant!
Title: Re: Point defense
Post by: InsaneOne on February 01, 2008, 09:14:05 pm
You think the flak sphere would be unfair? You should try making EMP flak...  :drevil:
Title: Re: Point defense
Post by: Warp Shadow on February 01, 2008, 09:19:32 pm
Uh actually another race has almost exactly that but I haven't tried it yet. Why would it be unfair?
Title: Re: Point defense
Post by: Polpolion on February 01, 2008, 09:30:34 pm
Because flak and EMP are the two most annoying things that can be used against you.

Flak, while often times isn't too damaging, always hits your ship causing the screen to turn red and you to shudder, and EMP messes up your sensors. With the constant being under fire of flak, and the inherent annoying-ness of EMP, they combine to become unstoppable.
Title: Re: Point defense
Post by: Warp Shadow on February 01, 2008, 09:45:41 pm
Ahhhhhhhhhhhhhhh. I see. Well by EMP flak I basically meant a flak gun that instead of exploding triggers an EMP burst so the red shuddering thing wouldn't be too much of a problem but the constant barrage of scrambling would be a pain in the butt. What if I just set the damage to 1, the inner radius to huge and have a slight EMP effect and just say that the EMP burst shorts out missiles?







EMP flak........
 :shaking:
Title: Re: Point defense
Post by: Polpolion on February 01, 2008, 10:12:12 pm
What if I just set the damage to 1, the inner radius to huge and have a slight EMP effect and just say that the EMP burst shorts out missiles?

1) That wouldn't solve the problem of the shudder, and 2) I don't think you can do that without coding changes (EMP only affects missiles).

And the huge inner radius would only make it worse.
Title: Re: Point defense
Post by: Warp Shadow on February 01, 2008, 11:23:36 pm
No I mean that although the EMP wouldn't affect the missiles it would do 1 damage to destroy the missiles and then it would just say that it was the EMP that destroys the missiles.
Title: Re: Point defense
Post by: blowfish on February 01, 2008, 11:48:06 pm
If you have a huge inner radius with no EMP it should destroy the missiles just as well.
Title: Re: Point defense
Post by: Warp Shadow on February 02, 2008, 10:53:10 am
I know that's the point but I'm telling the player it's EMP that's doing it so there needs to be some sort of light EMP effect if they caught in it if I want it to be believable.
Title: Re: Point defense
Post by: Polpolion on February 02, 2008, 11:28:44 am
It's still going to piss the player off a lot.
Title: Re: Point defense
Post by: Warp Shadow on February 02, 2008, 11:33:34 am
Yeah well that's half the point :D