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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LtNarol on March 23, 2002, 02:11:24 pm

Title: Yet More Stupid Questions!
Post by: LtNarol on March 23, 2002, 02:11:24 pm
Stupid Question #1: can you make a rotating section on a model that isnt separately destroyable?

Stupid Question #2: how would you make a sentry gun that could turn but not move?

Stupid Question #3: can a beam from a ship traveling at 60+ms hit a ship traveling in a different direction and going only 15ms acurately?  How does changing direction affect beam turret aiming?
Title: Yet More Stupid Questions!
Post by: Galemp on March 23, 2002, 02:20:50 pm
#2- The turrets on the sentry gun turn... isn't that good enough?
I guess you could give it turning ability in the table but no forward velocity.
Title: Re: Yet More Stupid Questions!
Post by: untouchable on March 23, 2002, 02:24:59 pm
Quote
Originally posted by LtNarol
Stupid Question #1: can you make a rotating section on a model that isnt separately destroyable?

Stupid Question #2: how would you make a sentry gun that could turn but not move?

Stupid Question #3: can a beam from a ship traveling at 60+ms hit a ship traveling in a different direction and going only 15ms acurately?  How does changing direction affect beam turret aiming?


#1: No
#2: Make it have a rotation in the TBL and no forward velocity like GE said. You can also use rotating subsystems.
#3: Yes
Title: Yet More Stupid Questions!
Post by: Fury on March 23, 2002, 02:39:45 pm
About #3...

If I'm not mistaken, when a turret targets middle section of ship and fires (slow) beam, this ship has moved a lot when the beam finally reaches it, it now hits at aft section or misses.

So, beam does not track it's targets.

So basically it's same that happens when a turret fires pulses at enemy fighters. But I'm not sure if beam is taking target's speed and course into account, like pulses does (otherwise it wouldn't never hit fast fighters).
Title: Re: Re: Yet More Stupid Questions!
Post by: LtNarol on March 23, 2002, 02:41:39 pm
Quote
Originally posted by untouchable


#1: No
#2: Make it have a rotation in the TBL and no forward velocity like GE said. You can also use rotating subsystems.
#3: Yes

1. crap
2. cool
3. nice
Title: Yet More Stupid Questions!
Post by: LtNarol on March 23, 2002, 02:43:04 pm
errr, that slow beam is not a true beam, its a flux cannon, a giant laser with a trail like pulse lasers
Title: Yet More Stupid Questions!
Post by: Stunaep on March 23, 2002, 02:48:03 pm
Like the Lucifer?

Well, I suppose it'll hit. But i think it'll look really weird. Cuz the beam (trail) will move out of position (turret) in that time.
Title: Re: Re: Yet More Stupid Questions!
Post by: StratComm on March 23, 2002, 04:02:06 pm
Quote
Originally posted by untouchable


#1: No


Couldn't you make the subsystem harder to kill than the ship itself?  Then you would not see it being destroyed unless you got too trigger happy with stalletos (sp?).
Title: Yet More Stupid Questions!
Post by: LtNarol on March 23, 2002, 04:22:09 pm
what about a rotating subobject being selectable?  do they have to be or can they just be like not selectable yet still destroyable?
Title: Yet More Stupid Questions!
Post by: Sesquipedalian on March 24, 2002, 10:38:33 am
Real beams don't really have a velocity.  They travel instantly from firing point to target.  How much they miss or not is determined in the table entries.
Title: Yet More Stupid Questions!
Post by: Fury on March 25, 2002, 06:27:21 am
Quote
Originally posted by Sesquipedalian
Real beams don't really have a velocity.  They travel instantly from firing point to target.  How much they miss or not is determined in the table entries.


They have velocity, standard velocities are 1000 or 2000 meters per second. You can lower this value of course, resulting quite funny effect. :)