Author Topic: Request: Beam autoaim, convergence and turret energy usage.  (Read 3401 times)

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Request: Beam autoaim, convergence and turret energy usage.
what the title says, autoaim to work for beam primary weapons that are not turrets, and turrets that drain energy from the ship primary energy bank and  that cannot fire once it depletes.

would also be pretty usefull a way or toggle to switch  on/off turrets while flying hopefully binded to a hotkey.

 

Offline Trivial Psychic

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Re: Request: Beam autoaim, convergence and turret energy usage.
How about we tack on beam charging?  Click trigger and you get a single beam pulse.  Hold down trigger and when you release it you'll get a more powerful discharge.  Obviously, there would be maximum charge to the beam.
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Offline IronBeer

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Re: Request: Beam autoaim, convergence and turret energy usage.
How about we tack on beam charging?  Click trigger and you get a single beam pulse.  Hold down trigger and when you release it you'll get a more powerful discharge.  Obviously, there would be maximum charge to the beam.
Yes. I want this. Actually, I feel that player-operated fighterbeams are generally a little lacking in the functionality department presently.
« Last Edit: December 13, 2011, 12:37:03 am by IronBeer »
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Offline KyadCK

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Re: Request: Beam autoaim, convergence and turret energy usage.
BPmulti could use this for cap ship fights, so consider it a double request if it's possible.  :yes:
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Offline Trivial Psychic

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Re: Request: Beam autoaim, convergence and turret energy usage.
One likely limitation for the charging beam would be that you cant have linked banks.  That is, if you've got a ship with say a pair of pulse banks, and then one of these charging banks, you can't link this weapon with conventional pulse weapons, as they act completely opposite to each other.
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Offline LordMelvin

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Re: Request: Beam autoaim, convergence and turret energy usage.
One likely limitation for the charging beam would be that you cant have linked banks.  That is, if you've got a ship with say a pair of pulse banks, and then one of these charging banks, you can't link this weapon with conventional pulse weapons, as they act completely opposite to each other.

So table the charging weapon to use the secondary weapon firing control. (That's possible, right?) Depending on the ship and its loadout, 'course, but I 'spect that assasing wants this for his awesome looking trek-thing, and they were usually either-or with the phasers/torpedos at any one time. (Unless I'm wrong about post-TOS stuff, like I was on maneuvering earlier...)
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Re: Request: Beam autoaim, convergence and turret energy usage.
One likely limitation for the charging beam would be that you cant have linked banks.  That is, if you've got a ship with say a pair of pulse banks, and then one of these charging banks, you can't link this weapon with conventional pulse weapons, as they act completely opposite to each other.

So table the charging weapon to use the secondary weapon firing control. (That's possible, right?) Depending on the ship and its loadout, 'course, but I 'spect that assasing wants this for his awesome looking trek-thing, and they were usually either-or with the phasers/torpedos at any one time. (Unless I'm wrong about post-TOS stuff, like I was on maneuvering earlier...)

indeed is for my Trek mod, tho on the graphical dept i havent done that much really, i m focusing a lot on all the bugs and alike that jump once in a while balance and then i will create pilot mission for  making a campaign that goes from all the NX-01 up to the sovereign class vs the nemesis thalion ship.

 

Offline Trivial Psychic

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Re: Request: Beam autoaim, convergence and turret energy usage.
Actually, I was thinking something along the lines of existing code which disables primary linking on designated ships.  What we could use for this would be a method of disabling primary linking on a per-bank basis.  Example, again, if a ship has two pulse-type primary banks and one chargeable, target-locking beam bank (though a chargeable pulse-primary could work too), the player could link banks 1 and 2, but not bank 3.  The trick is to find a way to get the AI to use it correctly.  :shaking:
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Offline LordMelvin

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Re: Request: Beam autoaim, convergence and turret energy usage.
The trick is to find a way to get the AI to use it correctly.  :shaking:

Alternatively, set up the mission plot so that you're flying the sole prototype using this kind of armament and are on a test flight when the construction yards are destroyed in a sneak attack...
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Offline KyadCK

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Re: Request: Beam autoaim, convergence and turret energy usage.
The trick is to find a way to get the AI to use it correctly.  :shaking:

Alternatively, set up the mission plot so that you're flying the sole prototype using this kind of armament and are on a test flight when the construction yards are destroyed in a sneak attack...

Or let the AI fly the normal version and save the bank linking for human pilots.
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Offline Eli2

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Re: Request: Beam autoaim, convergence and turret energy usage.
I have just wasted too much time on this thread ...

 
Re: Request: Beam autoaim, convergence and turret energy usage.
why not script an "alternative fire button or key" for charged beam weapons or continuous ones?
« Last Edit: December 17, 2011, 12:20:56 am by assasing123 »

  

Offline Goober5000

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Re: Request: Beam autoaim, convergence and turret energy usage.
I have just wasted too much time on this thread ...
Agreed.

This is the "shotgun feature request" trend that I have mentioned.