Ok trying to lay out some snakes and working by the Wiki descriptions is getting
me confused again.
What I'm trying to do:Establish a template, for setting up weapons damage for each weapon I have to make
whether it be a rocket, torpedo, laser, missile, or other wise. That way conversions go quickly
once I've got data on the weapon.
Problem:Tachyon's weapons system seems as though it can't be converted to FS2, based on how it does
it's individual damage calculations.
Straight from one of the dev's -
a. Shield damage done by weapons is expressed as a percentage value. All ships start out with 100% shields and weapons deal damage in
0.5% increment values (for example, a mining laser might deal 1.5% shield damage per shot).
b. Hull damage done by weapons is expressed as a straight value. Different ships have different hull values. Bora ships tend to have weapons
that deal greater hull damage than GalSpan.
c. Some weapons have a chance (%) of bypassing a ship's hull (once the shield's have been depleted) and dealing direct damage to internal
systems (such as thrusters, weapon systems, and defensive systems) - direct damage to system meant that it became inoperable for a
certain amount of time. In the rush to complete the game I don't remember if this feature was fully implemented but I believe remnants of
the code may still be in place.
Basically I have these settings to work with: $Damage:
* Base damage this weapon does. The actual damage is this number multiplied by the factors below.
* Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.
* Syntax: Float, damage
$Armor Factor:
* Multiplier for the damage done to armor
* Syntax: Float, damage multiplier
$Shield Factor:
* Multiplier for the damage done to shields
* Syntax: Float, damage multiplier
$Subsystem Factor:
* Multiplier for the damage done to subsystems
* Syntax: Float, damage multiplier
Plus everything in the Armor.tbl
What I've figured out... or so I think:For Shield... $Shield Factor ??? Have $Damage used as a power of 10 as listed below?
For Hull, use armor factor (multiplicative or additive) after calculating true
value of weapon hull damage in Tach. Use $Damage as a base straight value (perhaps power of 10), then apply
the armor factor percentage to get your actual desired hull damage.
For Subsystem, consider $Damage as the normal subsystem damage value... apply this
with Hull damage in mind above. Optional - apply $Subsystem Factor
For reference, a light interceptor might have a shield of 15000 and a hull of 28000
This changes from ship to ship and no two ships are the same.
Basically I'm trying to work this all out conceptually before I start messing with settings en mass.
Need to know if I'm on the right track, if there's a better combination of settings to do this, or it can't be done (shields).