Well I'm glad people like what I've done

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Bobboau, your beam attenuation works, fine, although currently the bit which actually multiplies the damage by the attenuation coefficient is commented out in the code - looks like this:
return Weapon_info[b->weapon_info_index].damage /* aten*/;
And there's a note in the headers saying:
"disabled attenuation for beams, pending rework"
Anyway I wanted to try it out, so I uncommented the aten, bit, and it seems to be perfectly ok, its just that fighter beams wont return a distance from beam source to impact point, so they don’t attenuate.
Goober5000, I'm using the latest code, and I know which bit of code you mean, thing that was screwing up selecting the third primary bank was this little bad boy:
bank_to_fire = (swp->current_primary_bank+i)%2;
This stopped the ship ever selecting bank 3 or higher, the code appears in ship.cpp, in both ship_fire_primary and ship_stop_fire_primary, I got rid of the %2 and got it to use the number of banks that the ship actually has.
Flaser, sounds like a good idea, in fact it could be easily made so you could use either yours or my system, as yours doesn't use my middle value, what I could do, is say that if the middle value is
set to -1, use your way instead, pretty cool.
I'm afraid my Mad Code Skillz, aren't up to the task of doing quite what you suggested about nebulas. It might be worth mentioning for those who don’t know how the nebula thing works is that at the moment, the nebula is drawn from the location of the player, or where you are looking from, and the
nebula isn’t really a 'physical object'. it did get me thinking though, that it could be possible to have my draw distance modifier changed altered by Sexp's in mission but if you base the draw distance on where you currently are weird things happen, I'll try and show what I mean - my ASCII art 'aint up to much,
V <--- ok this v is player, at the draw distance for where they are is say 10x the amount, so you can see a fighter 5000m away
X <--- this a waypoint, when the player is within say 1500 m, the draw distance is the default one lets say the players 3000m away from it
B <--- this is a baddie, 500m beyond the waypoint and 3500m away from the player
Now, due to the draw distance of where the player is, the player can see the baddie, if the player goes to the external view of the baddie, the view distance will still be 10x amount. But when the
player flies within 1500m of the waypoint, the view distance gets banged down to the default level (we'll ignore the fact that this happens with no scaling), say the baddie flies over 1500m from the waypoint, and the player can still target it, when you go to the external view of the baddie, you'll have the default nebula view distance. Anyway what I'm trying to say is that unless you make the nebula draw distance based on where the 'camera' is, you'll get that problem, and anyway, it over-shadowed by the fact that to start with player can see the baddie, even though it's supposedly in dense fog. The only thing I think you could do, is make the draw distance alter over a time rather than location, with scaling this might suggest a 'windy' nebula, hell they have storms at the moment...
Basically, to do fancy localised fog in a nebula, let alone be able to exit one, the nebula section would need to totally re-writing, something I could hope to do, but looking at some the other posts on the forum, might be possible in the future, for those with fancy DX9 graphics cards anyway , I think ( I still wish I hadn't bought my, admittedly very good, GeForce 4 Ti1200 only 3 months before those new spangled FX cards out, doh!).
miniDwarf, the bomb radius is multiplier value, in normal FS2 all Bombs have their size multiplied by 2, this is to make 'em easier for turrets and things to shoot down, what I changed was make it so you can choose what multiplier to use, so if you put 1, it uses only the size of the actual model. I did it because when you have very large bombs it was blatantly obvious that although your shots hit the bomb, you hadn't aimed anywhere near it.
argV[-1], the problem with firing a long range bomb at a target and its turrets doing nothing until it's destroyed is in 'vanilla' FS2, I have to say that it does also depend on how much damage the
bomb is going to do, if it's only low damage the turrets will go on to another target, because that bomb isn't going to go to the top of the priority incoming bombs list, but say the bomb does like
20000 damage, then you notice it.
And yeah, I was going to make the damage scaling optional.
Anyway, what I'm going to do is get a fresh copy of the source off CVS, and then put my stuff into it, then I'll check it all to make sure it still works fine, which it should, I hope. Then I'll see about getting it added in.
Some things in the code I want to look at in future are, fighter beams, at the moment damage is applied every frame, not over time, although this way is ok, it seemed to make it take longer to
destroy an enemy on my lower spec computer 'cos the framerate is lower. The other thing I want to try and do is put in an addition to make weapons explode when any enemy comes within a user specified distance, when only the weapons target comes within a distance, and make it so that you can specify a 'cone' into which spawn weapons spawn their submunitions. Whether I can do any of them, is a different matter...on a final note, what happened to the tbl options that were going to allow you to create a shotgun like effect with primaries? I couldn't find it in the source when I looked.
Robin
Edit - damn TAB key posted the bloody thing before I'd spaced it out properly, arrgh!