Author Topic: Ship Explosions  (Read 2069 times)

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Offline headdie

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I have just been thinking, if you have a craft for example an Ursa which is destroyed but not vaped it blows up just the same when running on empty as it does when fully loaded with 3 racks of Helios so what does everyone think about a system to modify the ship death explosion or add additional explosions to take remaining weapons load into account say in the seconds between ships death and the final explosion the ships secondary banks explode using the properties of the weapon bank.
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Offline Fury

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Uh, I seriously doubt warheads would be armed until they're fired or about to hit a target. Hence they wouldn't produce much of additional fireworks.

 

Offline headdie

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Uh, I seriously doubt warheads would be armed until they're fired or about to hit a target. Hence they wouldn't produce much of additional fireworks.

I accept that getting nuclear fission / fusion based warheads to explode accidentally is an extremely low probability but what about chemical and antimatter based systems.  Once you loose containment on the antimatter component of a Tsunami, Cyclops or similar weapon it will explode, OK maybe not as well as designed but it will blow.  Also many chemical explosives (granted not all) detonate when introduced to combinations of heat and shock so will detonate during the ship exploding.

Also what does explode in a FS era ship if not the weapons?  There are several references to the reactors being fusion based which to our current understanding of fusion power the reaction will most likely collapses rather than goes out of control should the reactor become damaged.  Our current understanding of fusion reactions is that the best fuel for a fusion reactor is a hydrogen isotope which in space should be fairly inert and if it comes into contact with something it could react with such as gasses from the ships life support system will burn rather than explode.  the engines as I understand it are Ion derived so again the propellent will in likely hood be fairly inert or reactor exhaust.

Ok so FS with its seemingly majority nuclear based armament wont benefit overly much but there are mods which can benefit from such a system
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Offline Kolgena

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I think it might affect balance. Imagine a support ship getting popped and taking out half your friendly wingmen and crippling the rest. (That thing must be packing 30-40 helioses, since it actually has an infinite amount in-game)

 

Offline headdie

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ohh, I doubt it could be implemented in a way that would effect retail because of the affect if could have on balance and that it's not done in retail but I think it could be a handy option for modders using additional ship/weapon/armour table features, also I suspect that in most cases there is not enough stored information stored to implement it on anything that dosn't use missile banks as implemented on fighters/bombers
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Offline Solatar

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I put fairly standard fighter explosions in a mental category similar to sub-luminal lasers and slow fighters.  To which my response is: meh, how much would REALLY be added?  A bigger visual effect and another way to make flying intercept against bombers even harder?

 

Offline DaBrain

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I agree.

Unless you explain it to the players they will have no idea why some ships have bigger explosions, unless you somehow make it matter in some way.
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Offline Fury

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In the topic of explosions, I really, really would like to see it being possible to alter how big are capital ship main explosions. Those are more often than not, ridiculously huge.

http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Expl_Visual_Rad:
Quote
This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions.

 

Offline Solatar

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^^ Sounds very useful.  Capital ships don't have to go up in a huge freaking fireball every time.  It'd be nice for them to just bleed out and become hulks or something every once in awhile.

  

Offline Nighteyes

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In the topic of explosions, I really, really would like to see it being possible to alter how big are capital ship main explosions. Those are more often than not, ridiculously huge.

http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Expl_Visual_Rad:
Quote
This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions.

this was added upon my request for Diaspora, as using the current method of calculation ship explosions size is determined by the maximum size of the bounding box, on a capship like a basestar, it created a HUGE fireball, when all I wanted is for a fireball at the main core in the center of the ship...
IIRC Sushi implemented it, and said it was possible to implement this also for propagating explosions, but would require MUCH more work, and this was relatively easy to implement :)