Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: killface on April 28, 2009, 05:47:58 pm

Title: Kinetic effect for a secondary?
Post by: killface on April 28, 2009, 05:47:58 pm

Hey all,

I want to knock around a cap ship with a nuke-type missile.  I envision the explosion clearing and the cap ship coming into view, drifting back a bit from the huge hit.  I tried cranking the "Mass" of the missile up in the table (went from 5 to 500), to no effect.  Any way to get the kinetic effect from a missile?

Thanks,

killface
Title: Re: Kinetic effect for a secondary?
Post by: Flaming_Sword on April 28, 2009, 05:59:45 pm
Tried something like 5000?
Title: Re: Kinetic effect for a secondary?
Post by: killface on April 28, 2009, 06:07:06 pm

Hm, that will do it...wiki made me think I had gone far enough...  "3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around."
Title: Re: Kinetic effect for a secondary?
Post by: tinfoil on April 28, 2009, 06:08:53 pm
But destroyers are veery big. ;7
Title: Re: Kinetic effect for a secondary?
Post by: killface on April 28, 2009, 06:19:52 pm

Tis true.  It's too bad the kinetic effect only lasts a few seconds, before the ships somehow "slow down" and come to a rest...any way using the kinetic/mass properties of ship and weapon to make it more of a prolonged, gentle drift?
Title: Re: Kinetic effect for a secondary?
Post by: Sushi on April 28, 2009, 07:59:26 pm
Set super-high damping on the capship?

But that would could potentially introduce undesired side effects...
Title: Re: Kinetic effect for a secondary?
Post by: Reprobator on April 29, 2009, 01:16:57 am
it seems that when you set high dampering on a capship , ai give up and let the capship @ 0 m/s