Author Topic: GTB-148 Slayer  (Read 3580 times)

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Offline Noise

  • 27
    • http://www.geocities.com/noiseball2000/itdoh.html
This my first attempt at a mod, sure its just another torpedo but I think the idea is more than valid.  Introducing the GTB-148 Slayer, the first generation of the sprint mode weaponry.  The idea was developed around pilots being frustrated that they had to close with a target to ensure their torpedoes were not intercepted.  The solution was to design a torpedo that travels fast enough to prevent interception.  The downfall to the high speed was a smaller payload and increased size.
Anyways, since I can't place an attachment I have to post it here.

$Name:            Slayer
+Title:            XSTR("GTB-148 Slayer", 4392)
+Description: XSTR("Sprint Mode Anti-Capital Ship Weapon Anti-Matter warhead", 4393)
$end_multi_text
+Tech Title:         XSTR("GTB-148 Slayer", 4394)
+Tech Anim:         Tech_Helios
+Tech Description:      XSTR("Due to the staggering rate of both Cyclops and
                  Helios torpedoes being intercepted before reaching
                  their target, GTVA weapons labs produced a torpedo
                  that travels at ultra-high speeds.  Although the
                  increased engine and fuel load means a decreased
                  payload, initial testing is proving promising.", 4395)
$end_multi_text
$Model File:         helios.pof
$Mass:            35.0
$Velocity:         300.0
$Fire Wait:         20.0
$Damage:                        4000
$Blast Force:                   1000.0
$Inner Radius:         300.0
$Outer Radius:         1000.0
$Shockwave Speed:      95
$Armor Factor:         1.0
$Shield Factor:         0.04
$Subsystem Factor:              0.85
$Lifetime:         40.0
$Energy Consumed:      0.0
$Cargo Size:         30.0
$Homing:         YES
   +Type:                  ASPECT                                    
   +Turn Time:             1.5
   +Min Lock Time:      3.0                                       
   +Lock Pixels/Sec:   55
   +Catch-up Pixels/Sec:   0
   +Catch-up Penalty:   15
$LaunchSnd:         97
$ImpactSnd:         69
$FlyBySnd:         1
$Rearm Rate:         0.02
$Flags:            ( "Bomb" "Huge" "No Dumbfire" "player allowed")
$Trail:                                                                          
   +Start Width:      1.5              
   +End Width:      3.0  
   +Start Alpha:      2.0
   +End Alpha:      1.0
   +Max Life:      12.0                                      
   +Bitmap:      newmiss2
$Icon:             iconHelios
$Anim:                          Helios
$Impact Explosion:       ExpMissileHit1
$Impact Explosion Radius:   275.0

Enjoy!  I'd like to replace the pof, but I can't model worth a hill of beans, so if you have a interesting missile pof, let me know.:)
« Last Edit: February 20, 2003, 04:32:09 pm by 973 »
"The point of war is not to die for your country, the point is to make some other poor bastard die for his."

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If you absolutly must replace the model, you can just use the old Pheonix V POF in sparky.vp
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Offline Carl

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that's one fast bomb.
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
There's nothing liek some old school tbl modding.

  
Weapons mods are fun and easy.  Nice way to get to know the tbls.  I recently made a dumbfire topredo, quite intresting thought easy to use against slower ships.
Also had a bit of a mess about and made a missle with a cargo container's pof.  I decided to put a high mass setting, and used it as a "Anti-Capship-kinetic-weapon"... like a big morning star. :wink:

"Your cynicism appauls me Collosus - I have ten thousand officers and crew willing to die for pants !"

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Offline HotSnoJ

  • Knossos Online!
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Quote
Originally posted by Petrarch of the VBB
There's nothing like some old school tbl modding.

You said it! :nod:
I have big plans, now if only I could see them through.

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------------------------------
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Offline Noise

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:D I've got weapon ideas to last me until the end of time, but until I learn a little more about the tables, I'm somewhat limited.  I believe that if some of the more experience modders out there were to make an easy weapons mod manual of sorts then new types of weapons would be popping up everywhere.:nod:
"The point of war is not to die for your country, the point is to make some other poor bastard die for his."

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Offline karajorma

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Quote
Originally posted by Noise
:D I've got weapon ideas to last me until the end of time, but until I learn a little more about the tables, I'm somewhat limited.  I believe that if some of the more experience modders out there were to make an easy weapons mod manual of sorts then new types of weapons would be popping up everywhere.:nod:


You mean like this one? :D
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Petrarch of the VBB

  • Koala-monkey
  • 211
Quote
Originally posted by beatspete

Also had a bit of a mess about and made a missle with a cargo container's pof.  I decided to put a high mass setting, and used it as a "Anti-Capship-kinetic-weapon"... like a big morning star. :wink:


I've done that before, but used the Fenris pof. Looked very odd, a Herc flying round firing cruisers!

 
Quote
Originally posted by Petrarch of the VBB


I've done that before, but used the Fenris pof. Looked very odd, a Herc flying round firing cruisers!


Mine was a Leviathon launching the large brown terran cargo container from its "missle turret".  With a mass of 10000 and speed of 120m/s it would send a Cain flying off at about 80m/s.  Ofcourse, the cain was slow to gain some forward velocity again, pushed it well out of beam range.  
I thought about a destroyer sized version with a bigger mass... i just wonder what it would do to fighters :shaking:

"Your cynicism appauls me Collosus - I have ten thousand officers and crew willing to die for pants !"

"Go to red alert!"
"Are you sure sir? It does mean changing the bulb"

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
Indeed. Have Aeoluses (Aeoli?) fired from the hole in an Arcadia! Ouch.

 
The debris pof could make a garbage cannon.
Or lay mines desguised as asteroids.

Hmmm, might try some of those.

"Your cynicism appauls me Collosus - I have ten thousand officers and crew willing to die for pants !"

"Go to red alert!"
"Are you sure sir? It does mean changing the bulb"

 

Offline Noise

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Mines... Hmmm.... Interesting idea.  Give a zero velocity,,, and whoa new idea!  Coming soon (a day or two) a fighter based anti-fighter mine!:yes:
"The point of war is not to die for your country, the point is to make some other poor bastard die for his."

Into to the Depths of Hell Campaign Site
www.geocities.com/noiseball2000/itdoh.html

 

Offline Anaz

  • 210
noise...it doesn't work...trust me...

the normals of missiles are automatically assumed to be facing forward, so the missile blows up in your face...
Arrr. I'm a pirate.

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Offline karajorma

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Quote
Originally posted by Analazon
noise...it doesn't work...trust me...

the normals of missiles are automatically assumed to be facing forward, so the missile blows up in your face...


But what if you designed a special ship for the mines with a bank pointing backwards?
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Anaz

  • 210
IT WON'T POINT BACKWARDS!!!

Freespace allways assumes the normals for missile banks to be pointing forwards!! You can't manually edit the normals and have it work!
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline Goober5000

  • HLP Loremaster
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Actually, Cardinal Spear for FS1 had a fighter-deployable mine.  I'm not sure exactly how it worked, but it did work.  Check the VWatch archives.

 

Offline diamondgeezer

Err... *bangs head on desk a few times* err...... it could work... how about having the player press 1 to deploy a mine, then use variables to keep track of how many he had?

Ow, my head hurts

 

Offline Black Wolf

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What about this. You take your minelayer ship, and your mines with an initial velocity of zero. You put your mine missile point on your minelyayer about 6 or 7 meters behind and just below the back of the minelayer. The normal faces forwards, but since the velocity of the mine is zero, it just pops up behind you, to all intents and purposes identical to how it would if you'd fired it out a backwards pointing missile point.
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Offline TrashMan

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