Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Aginor on July 16, 2012, 01:19:05 pm

Title: Turret limit
Post by: Aginor on July 16, 2012, 01:19:05 pm
Hey guys!

Just a quick question: Is there a turret limit for ships and how high is it?
Title: Re: Turret limit
Post by: MatthTheGeek on July 16, 2012, 01:41:22 pm
I know the Amaterasu (http://www.hard-light.net/wiki/index.php/TSJ_Amaterasu) has 169. Dunno how high the limit is, but I think you can go significantly wild. I doubt the limit is really turret-specific, it's more likely that if one exist it would rather be a subobject limit.
Title: Re: Turret limit
Post by: Nuke on July 16, 2012, 02:24:24 pm
im convinced that any turret limit could be bypassed by using scripted turrets. but ive yet to encounter a situation where i needed to do this. perhaps if you wanted a lot of point defense turrets and didnt want to detract from assault weaponry.
Title: Re: Turret limit
Post by: MatthTheGeek on July 16, 2012, 02:26:25 pm
Or you could use docked turret ships. There's still the matter of the ship limit (400 per mission), and I do not know if there's a dockpoint limit.
Title: Re: Turret limit
Post by: Alex Heartnet on July 16, 2012, 02:28:21 pm
Or use docked fighters that happen to have turrets on them, like the Turret/Fighters from I-War 2.
Title: Re: Turret limit
Post by: FreeSpaceFreak on July 16, 2012, 02:33:33 pm
Was the maximum-objects-in-mission limitation pulled up recently? IIRC, Diaspora ran into it a while ago.

So if you have a reasonable fire rate on all of those turrets, you might run into that limit instead of a hard max-number-of-turrets ceiling. Just something else to keep in mind.
Title: Re: Turret limit
Post by: MatthTheGeek on July 16, 2012, 02:36:18 pm
http://www.hard-light.net/wiki/index.php/Engine_limitations
Title: Re: Turret limit
Post by: Aginor on July 16, 2012, 02:57:49 pm
Thanks, guys!
Title: Re: Turret limit
Post by: Droid803 on July 16, 2012, 03:16:13 pm
I think the turret limit is the uh...per mission subsystem limit, unless that's been lifted.
Title: Re: Turret limit
Post by: zookeeper on July 16, 2012, 04:16:09 pm
The maximum number of subsystems (or, perhaps, the number of physical subsystems; I'm not sure) per ship is 200. There may be a limit for the number of submodels per ship as well, but it's definitely >200.
Title: Re: Turret limit
Post by: headdie on July 16, 2012, 05:28:57 pm
just looked at http://www.hard-light.net/wiki/index.php/Engine_limitations and it's no help
Title: Re: Turret limit
Post by: Droid803 on July 16, 2012, 05:41:09 pm
The maximum number of subsystems (or, perhaps, the number of physical subsystems; I'm not sure) per ship is 200. There may be a limit for the number of submodels per ship as well, but it's definitely >200.

Well then I guess the maximum number of turrets is 200 minus the number of modelled subsystems.
(With up to 25 multiparts as there is a maximum of 50 rotating subobjects, if it hasn't been increased).

...could anyone confirm so that these can be put onto that wiki page?

Along with a bunch of other model related things like maximum polygons per subobject.

There are a lot of engine limitations not on that page.
Title: Re: Turret limit
Post by: Scooby_Doo on July 17, 2012, 02:20:56 am
LOL no.... i won't be doing a 22km kilrathi dreadnaught with 100+ turrets for a while  :p
Title: Re: Turret limit
Post by: Aginor on July 17, 2012, 03:34:50 am
Actually I was thinking to do it myself or in cooperation with another modeler, based on your KDN. :D
But not in the near future, I'm still busy with my missions.
Title: Re: Turret limit
Post by: Black Wolf on July 17, 2012, 06:43:08 am
Don't forget if you mod for WCS you'll be using their forked codebase - that may well mean that recent bumps to the limits in FSO may not have occurred in WCS. You might be best off asking one of their coders to confirm these things before embarking on too much work on any major mods.
Title: Re: Turret limit
Post by: Aginor on July 17, 2012, 09:49:28 am
Yep, I'm aware of that. But thanks for the reminder. WCS is based on 3.6.10 IIRC, so some restrictions apply (I also encountered them when scripting, but nothing severe until now).
This is pretty low priority as well since I'm busy with other stuff, but I want to check some facts before I even think about really trying it. Most wingnuts are happy with the Saga KDN. But as I learn to mod FS2 better and better I get interested in trying some stuff. The 22km KDN is one of them that could be fun (and if only to show the WC community how bad of an idea the 22km KDN is :D ).