Author Topic: Questions pt II  (Read 2063 times)

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Offline Angelus

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I have a few questions regarding adding turrets to a model, setting the fov in the table and Glowpoints.


1. What's the max limit for glowbanks/ glowpoints per ship and glowpoints per glowbank?

2. What's the limit of turrets per ship? ( I need 85  ;7 )

    A friend of mine has FSO installed and i played a couple of missions from FSO and Blue planet, and it seems       
    the more turrets a model has,
    the longer the time the turret needs to fire again( final mission of BP - the two ships are changing broadsides   
    and there is always a few seconds where almost none of the turrets are firing. I assume it's not only because   
    of the reload/ recharge / firewait of the turrets weapons ( primaries and secondarys ).

3. How can i avoid that delay? 

    Setting short fire wait/ reload times for the weapons wont do the trick, right?


4. Take a look at the pic below.

    What' the better solution for rotating turrets which are supposed to cover only port/ starboard with their fire?
    I've read in various posts that side mounted turrets can cause sometimes trouble.

    Ignore the 4 turrets ( marked C )in the background.
    Turret B is how i got it right now ( at least 2 turrets so far - i thought i ask before i turret the model and it
    turns out to be wrong ), A is a possible alternative.
    the green lines show the fow.

5. Can someone post a sample table entry for solution B? I couldn't find a article in the Freespace wiki about
    setting fovs ( degrees ) to turrets.

Thx in advance! :)


« Last Edit: November 01, 2008, 01:33:16 pm by Angelus »

 

Offline Droid803

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1. I don't know...probably a lot.
2. I've seen instances of ships with 100 turrets, so 85 should be fine. The firing lag is probably due to the retarded turret firing limit because, by difficulty level, ships are limited to firing a certain number of turrets at another target. For example, in easy, a ship can fire a maximum of 4 turrets per target.
3. The turret limit can be adjusted in AI_Profiles.tbl...I don't know if this has been implemented yet, but if I recall, its "$Max Turret Ownage:" for how many turrets can fire at AI ships per target, and "$Max Turret Ownage Player:" for how many can target the player.

As for the FoV thing... I don't know...
(´・ω・`)
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Offline Topgun

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"Max turret ownage"  :lol: :lol: :lol: :lol:

 

Offline Snail

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It's "$Max Turret Target Ownage:" IIRC...

 

Offline Droid803

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I was something like that. Check the wiki to be sure.
(´・ω・`)
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Offline Snail

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According to the Wiki, it is.

 

Offline Wanderer

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1. Not sure

2. Turret limit... hmmm anything more than 60 and it may have effects in game but for actual limits.. not sure.

3. Well for one there is the max turret ownage option. Then there are several more issues related to how the subsystem targeting is handled. Also turrets get random extra firewait unless otherwise defined in ai profiles. Also turrets get their firewait multiplied by the settings from the ai profiles.tbl. So either both of these need to be changed or then the weapon in the turret must have 'same turret cooldown' flag to avoid these penalties.

4. & 5. Well... In freespace (unless using the old special bobboau's build or wanderer branch builds) fov is defined only as the cone of which the turret is limited to fire to measured from the turret base normal (ie turret 'up' ). Unless you want to use those builds your best bet is probably just to mount turrets sideways (which is possible) or mount them as usually and then use animation code to turn the turret to its default facing. However with the said special case builds it is possible to define firing arcs for the turrets as well (and max barrel elevation limits).
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Angelus

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The turrets work now, even better then i hoped!  :)
Thanks to everyone!!


Now i've have to find out what's the limit for glowpoints.
Will PCS2 give a error message if i try to put more on the model then allowed?
Or will FSO complain about to many of 'em, or wont they just show up?

I ask because i need 302 Glowpoints.


Thanks again!

 

Offline Droid803

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Well, the game will probably crash.
Like what happened when I shoved too many thruster points on.
(´・ω・`)
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Offline Angelus

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Does "$Max Turret Target Ownage:" work with 3.6.9 builds too?
Or is it a 3.6.10 feature only?

 

Offline karajorma

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3.6.10. Any feature Wanderer made is at least 3.6.10 because he only started SCP coding after 3.6.9 was already out.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Angelus

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Ok, thx.


Next question:

what's the max limit of docking points per ship? What's the limit of docking points in a mission?

Assuming it's 8 docking points ( i picked a random number here  :) ), does that mean i can have only one ship with 8 dock points in a mission or can i have 4 or 5 of 'em?


EDIT:

If i understand that correctly, each docking point is made with 2 points which are exactly 1 meter from each other, right?
It's supposed to look like this, assuming they are on the same level:


                             point one----->  O  O<----- second point
                                         
I ask, because on some models is the second one higher or lower then the first one.
This is so confusing...



EDIT 2:

During the test of the Flak, i noticed that it has problems destroying incoming missiles ( fired from other Capships, the flag "bomb" is set ), Fighters otoh are no prob.
Is it due to the high damage ( 2500 does the missile, the Flak does 200 damage ) that the missiles cause?
« Last Edit: November 03, 2008, 02:29:47 pm by Angelus »

 

Offline Droid803

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Flak deals most of its damage as "splash" damage. For bombs to be intercepted, they have to be hit directly, something TTs and THTs do better.
(´・ω・`)
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Offline Angelus

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OK, thx!

Solved my probs so far, but run into two other.

1. Ships have to stay still to dock, right? Or is it a bug?
    Tried to dock Bomber on Capship, while capship following waypoints. Didn't work :(
    I hope it is a bug, i don't wanna rewrite the cutscene again.

If this is the standard way ships are docked, it would be nice to add this as feature.

2. After adding dockpoints and paths, i've edited the Vertexes to fit the Hangar bay.
    The AI ships are following exactly the path when flying INTO the hangar, but if they get the undock order 
    ( all SEXPs correct set ),  they are taking a shortcut through the hull. :wtf:
    It seems they are following the path to the second vertex, but not to the third and fourth.

    If i understand that correctly, the vertexes are the path the ships are supposed to follow.
    Now i'm wondering if i messed up something.
    Is there a distance between the vertexes that has to be set to work?
    Or is it the size of the vertexes?