Author Topic: Problems with Corkscrew  (Read 1824 times)

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Offline headdie

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Problems with Corkscrew
I'm playing around with options to try and make a dumb fire rocket swarm more interesting and thought a corkscrew would be fun.  Problem is when I fire said dumb fire rocket with the corkscrew options enabled what I get is missiles consistently travelling approximately 45 degrees down from the missile bank normal but the model orientation of the missile is correct to the missile bank normal so you get an effect like:

Ship-
         --
             --
                 --

Firing ship movement and orientation seems to have no effect with the missiles fire in the same relative directions and they don't rotate from what I can tell.  I have tried this with a FSPort Apollo and a custom ship both have show the same results and I have checked the normals in PCS2.
Looking though there is no mention of this in the wiki or in mantis.

here is the weapon in question from the .tbm file I am working with
Code: [Select]
#Secondary Weapons
; ----------------------------------------------------------------------------------
; E-Missle
;
$Name:                          E-Missle
+Title:                         XSTR("E-Missle", 3325)
+Description:
XSTR(
"Standard Issue
Swarm Type
All-Purpose Missile", 3326)
$end_multi_text
+Tech Title: XSTR("E-Missle", 3327)
+Tech Anim: Tech_GTM-4_Hornet
+Tech Description:
XSTR(
" ", 3328)
$end_multi_text
$Model File: NewHornet.pof
$Mass: 0.1
$Velocity: 150.0
$Fire Wait: 2.0
$Damage: 25.0                                      ;; damage applied when within inner radius
$Blast Force: 1.
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0                                         ;; velocity of shockwave.  0 for none.
$Armor Factor: 2.0
$Shield Factor: 1.0
$Subsystem Factor: 0.3
$Lifetime: 7.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.5 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 102                                       ;; The sound it makes when fired
$ImpactSnd: 88                                        ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 0.75 ;; number of missiles/sec that are rearmed
$Flags: ( "player allowed" "Corkscrew" "in tech database")                   ;;     
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width:          0.25                                      ;; Width of trail nearest missile
+End Width:            0.5                                       ;; Width of trail before it "evaporates"
+Start Alpha:         1.0
+End Alpha: 0.0
+Max Life: 1.5                                       ;; how many seconds before trail disappears
+Bitmap: newmiss3 ;; Bitmap used to draw trail
$Icon: iconHornet
$Anim: hornet
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
$Corkscrew:
+Num Fired: 4
+Radius: 4
+Fire Delay: 500  ;;Syntax: Integer, milliseconds
+Counter rotate: 0
+Twist: 4

#end
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Offline Dragon

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Re: Problems with Corkscrew
This happens when you set corkscrew on a dumbfire missile, I don't know how to change it, but you can try to make an iron bomb using it.

 

Offline FUBAR-BDHR

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Re: Problems with Corkscrew
Just make them heat with a narrow view cone (1 for instance) and large turn time.  They will basically be dumb-fire but corkscrew will work. 
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Offline headdie

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Re: Problems with Corkscrew
well that seems to have hacked round it, thanks FUBAR-BDHR, should I mantis it anyway?
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Offline Spoon

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Re: Problems with Corkscrew
Just make them heat with a narrow view cone (1 for instance) and large turn time.  They will basically be dumb-fire but corkscrew will work. 
This is not the best solution for it. Dumbfire missiles are pretty much on their max velocity the moment you fire them. Heat seekers are not.
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Offline Qent

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Re: Problems with Corkscrew
Just make them heat with a narrow view cone (1 for instance) and large turn time.  They will basically be dumb-fire but corkscrew will work. 
This is not the best solution for it. Dumbfire missiles are pretty much on their max velocity the moment you fire them. Heat seekers are not.
Use $Free Flight Speed.