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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StargateSpankyHam on June 09, 2010, 02:03:28 am

Title: Minor issue with TSJ Amaterasu
Post by: StargateSpankyHam on June 09, 2010, 02:03:28 am
I am having a bit of an issue with my TSJ Amaterasu: I don't think it is using its full weapons payload.

For example, in a recent test mission, I had a Sathanas gun down a Hecate. With 'all ships beam-free by default' enabled, and the Hecate positioned roughly in front of the Sathanas, I got a pretty spectacular quadruple-beam salvo every time.

This is not so with the Amaterasu. It's like there is some invisible limitation to the amount of turrets that can be active at once.

I copied a few weapons, modified things like energy usage (set to zero, in case the ship was running out of energy), rate of fire, beam duration, and modified the ship to use the new weapons by default by going into ships.tbl.

I suspect that there is a piece of code hiding somewhere, which has altered the normal behavior of the Amaterasu's turrets. Given a clear line of sight to a target, its turrets will not always fire. How do I fix this?

Thanks in advance.
Title: Re: Minor issue with TSJ Amaterasu
Post by: General Battuta on June 09, 2010, 02:05:07 am
There is an invisible limit to the number of turrets that can fire at once. It is dependent on difficulty level.

Get Fury's AI from Blue Planet 3.6.12 and use that. It should remove the limit.
Title: Re: Minor issue with TSJ Amaterasu
Post by: Spoon on June 09, 2010, 05:17:43 am
ai_profiles.tbl
$Max Turret Target Ownage:

Increase that
Title: Re: Minor issue with TSJ Amaterasu
Post by: Droid803 on June 09, 2010, 12:32:12 pm
There still appears to be a maximum limit. I've set Max Turret Target Ownage to 255 and some ships still refuse to open full broadside consistently, though that may just be twisted perception.
Title: Re: Minor issue with TSJ Amaterasu
Post by: headdie on June 09, 2010, 12:38:13 pm
is there still an issue with how many weapon objects can be in flight at once?
Title: Re: Minor issue with TSJ Amaterasu
Post by: Snail on June 09, 2010, 05:12:19 pm
is there still an issue with how many weapon objects can be in flight at once?
Yes, there is.
Title: Re: Minor issue with TSJ Amaterasu
Post by: Spoon on June 09, 2010, 07:40:53 pm
There still appears to be a maximum limit. I've set Max Turret Target Ownage to 255 and some ships still refuse to open full broadside consistently, though that may just be twisted perception.
Noticed that too
Title: Re: Minor issue with TSJ Amaterasu
Post by: Fury on June 10, 2010, 12:19:58 am
:wtf: I've set the limit to 99 in my AI profiles, you can't possibly have need for more than that. Or show me a sane ship that can in theory fire more than 99 turrets at any one target. You'd be pushing engine limits anyway though.
Title: Re: Minor issue with TSJ Amaterasu
Post by: Dragon on June 10, 2010, 05:37:15 am
Amaterasu can bring many turrets to bear, but I think it's less than 99.
Them not firing in unison may be the random delay inserted into turret ROF or being out of range.
Title: Re: Minor issue with TSJ Amaterasu
Post by: Commander Zane on June 10, 2010, 11:24:35 am
Maybe it's the projectile limit.