Author Topic: Im gonna test the ballistic stuff  (Read 5412 times)

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Offline Nuke

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Im gonna test the ballistic stuff
i don not know bugzilla.
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Offline Goober5000

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Im gonna test the ballistic stuff
See the first post of the fs2_open 3.4 release thread. :nod:

 

Offline Nuke

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Im gonna test the ballistic stuff
thanks
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Offline Goober5000

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Im gonna test the ballistic stuff
You're welcome. :)

 

Offline Nuke

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i dont have any usefull debug data as of yet. i never got around to cleaning up my freespace folder, so freespace is loading a lot of my mods and stuff that i know cause crashes. there are a few changes i think need to be made though.

- elemenate the ship flag for bulistic primaries, weapon compatibility is better set in the '$allowed pbanks:' section.

- in +pbank capacity: allow modders to set 0 on banks that do not have ammo capability. that way i can have a 6 gun bank for energy weapons and forbid the use of ammo weapons in that bank. the loadout screen should not allow the player to place ammo weapons on banks with the capacity of 0.
note: if implemented we should use yellow brackets on loadout overhead graphics, indicating ammo weapon compatability.

- weapon energy gauge does not disapear when using only ammo weapons.

- enable fire point rotation, allow firing points to fire an x amout of points at one time. you could fire one point at a time or two or 3, dependant on a tag. if your ship has six firing points and will fire two at a time, then 1&2 fire first, 3&4 fire second, 5&6 fire next, then back to 1&2 for the fourth shot. enable this option on all types of primaries.
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Offline Goober5000

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Quote
Originally posted by Nuke
- elemenate the ship flag for bulistic primaries, weapon compatibility is better set in the '$allowed pbanks:' section.


I thought about this - in fact I changed it and committed my changes - but then I thought better of it and rolled it back.  From a coding standpoint, I think it works better the way it is - and if it ain't broke, don't fix it. :)

Quote
- in +pbank capacity: allow modders to set 0 on banks that do not have ammo capability. that way i can have a 6 gun bank for energy weapons and forbid the use of ammo weapons in that bank. the loadout screen should not allow the player to place ammo weapons on banks with the capacity of 0.
note: if implemented we should use yellow brackets on loadout overhead graphics, indicating ammo weapon compatability.


Hmm... that might be a neat thing to try.

EDIT: It doesn't work that way.  You'd need the separated SBanks mod for that, and nobody's gotten around to that yet.

Quote
- weapon energy gauge does not disapear when using only ammo weapons.


This is because even ammo weapons may consume energy.  If you really want the bar to disappear, set the ship's weapon energy reserve to 0.

Quote
- enable fire point rotation, allow firing points to fire an x amout of points at one time. you could fire one point at a time or two or 3, dependant on a tag. if your ship has six firing points and will fire two at a time, then 1&2 fire first, 3&4 fire second, 5&6 fire next, then back to 1&2 for the fourth shot. enable this option on all types of primaries.


Eh, too complicated for now, but I'll keep it in mind.
« Last Edit: January 13, 2003, 11:11:50 am by 561 »

 

Offline EdrickV

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Im gonna test the ballistic stuff
Quote
Originally posted by Nuke
- enable fire point rotation, allow firing points to fire an x amout of points at one time. you could fire one point at a time or two or 3, dependant on a tag. if your ship has six firing points and will fire two at a time, then 1&2 fire first, 3&4 fire second, 5&6 fire next, then back to 1&2 for the fourth shot. enable this option on all types of primaries.


Turrets can actually do something like that. (And there are flags that modify that behavior a bit.) Possibly some reusable code there.
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Offline ZylonBane

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Im gonna test the ballistic stuff
As opposed to Nuke's overcomplicated suggestion, something I've been wanting in FS practically since the start is the ability to set banks to ripple-fire instead of burst. X-Wing had this ability, and it's sorely missed in FS.

Wouldn't require any table mods either. Just let players select ripple-fire mode ingame (SHIFT - . seems like a logical choice), then have the engine calculate the shot spacing as $Fire Wait divided by the number of gun mounts in the current bank. For when both banks are selected, ripple through both of them in parallel.

Hopefully the toughest part would be adding the appropriate indicator to the HUD.
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Offline Goober5000

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Huh?  How does ripple fire work?

 

Offline Nuke

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cough, cough

while your solution woule be a little easyer to implement, it would make the patterns in which the guns fire kinda dull, kinda like the tachyon ripple fire system. im kinda looking for thar cfs2 effect. you have six brownings, 3 on each wing, and they cycle their firing between the 3 guns on each side and kinda make the tracers dance around the sky. kinda shwaggin' i think
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Offline ZylonBane

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Im gonna test the ballistic stuff
Quote
Originally posted by Goober5000
Huh?  How does ripple fire work?
Currently if you have, for example, 3 gunpoints with weapons that fire once a second, holding down fire will give you a burst of 3 shots every second. Enabling ripple fire would instead give you 1 shot every 1/3 second. Like so--
Code: [Select]
BURST MODE:
time ->
1    1    1
2    2    2
3    3    3

RIPPLE MODE:
1    1    1
  2    2    2
    3    3    3
Same amout of firepower, just evenly distributed over time. In the X-Wing games this is actually the default state, with "link fire" modes giving you half and then all of your guns at once.

I suppose that the order of gunpoint progression would be the order that they were defined in the POF.
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