Author Topic: Can FS2_open keep track of what weapons a ship has?  (Read 3779 times)

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Offline terren

  • 27
Can FS2_open keep track of what weapons a ship has?
capships have inf ammo?  strange, I distinctly remember the lower missle turret on the fenris\leviathian class running out before I could destory it in sevral missions.
or did I just find another bug?
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Offline TopAce

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Can FS2_open keep track of what weapons a ship has?
Quote
Originally posted by Lightspeed
Sid's correct.

The infinite ammo thing is capships only.


Capships have HUGE generators. :)
Firing a simple Terran Turret for a corvette is like firing Subach HL-7s for fighters. I noticed that transports do not fire turrets as often as capships do. I mean normal turrets, not beams or flaks. I don't know if this has conjuction with generators, I only noted it.
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Can FS2_open keep track of what weapons a ship has?
I wonder why they not simply use Subach's on caps as AAA.
just another newbie without any modding, FREDding or real programming experience

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Offline TopAce

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Can FS2_open keep track of what weapons a ship has?
Morning Stars would be more practical, if you want to have fighter lasers on capships.
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Can FS2_open keep track of what weapons a ship has?
actually, a scaled up Morning Star as a capship turret would work very nicely...with 2x the mass, 1/3 the refire rate. Bombers' worst nightmare. I seem to remember a mission in Inferno R1 where an Arcas installation appeared to be armed with lots of Morning Star style weapons -- my bomber got tossed around like a rag doll and it took full afterburners at maximum engine output to push against those multiple guns impacting my ship...GOD that was damned annoying. But it was a fun twist.

 
Can FS2_open keep track of what weapons a ship has?
A cruiser packing only cluster munitions and morning stars would be a nightmare to try to take down with anything other than trebuchets and the maxim gun.

Even a glancing hit would knock you about enough to break your lock.

 
Can FS2_open keep track of what weapons a ship has?
Very true. Hell, if I were running a merc organization in the FreeSpace 2 universe I'd customize Fenris cruisers with modified Morning Star guns and have two of them escort the command corvette. the fenrises would knock the bombers out of position and the command corvette would flak them to their doom ;) Either that, or if i were some richie rich guy, id cruise around in luxury in a Leviathan equipped with Morning Stars paired with AAA Beam cannons....bwahahahahahhahha!

yep, the morning star is uber 1337.

 

Offline Janos

  • A *really* weird sheep
  • 28
Can FS2_open keep track of what weapons a ship has?
If this gets implemented, ever, I think some variation should be included - explosions following the same main pattern, but slightly random every time. Not all blow up at once, not all explode at all and so on..
lol wtf

 

Offline TopAce

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Can FS2_open keep track of what weapons a ship has?
« Last Edit: June 04, 2004, 09:52:16 am by 1079 »
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Offline TopAce

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Can FS2_open keep track of what weapons a ship has?
Quote
Originally posted by Gregster2k
Very true. Hell, if I were running a merc organization in the FreeSpace 2 universe I'd customize Fenris cruisers with modified Morning Star guns and have two of them escort the command corvette. the fenrises would knock the bombers out of position and the command corvette would flak them to their doom ;) Either that, or if i were some richie rich guy, id cruise around in luxury in a Leviathan equipped with Morning Stars paired with AAA Beam cannons....bwahahahahahhahha!

yep, the morning star is uber 1337.


FRED it and play as an 'enemy'.
-- PRIMARY GOALS --
- Approach on hostile command cruiser
--- SECONDARY GOALS --
- Try to destroy it
--- BONUS GOAL --
- Do not use Trebuchets or Maxims.

:D

A reason why [V] did not arm anything else than hostile fighters with Morning Suns *BACKSPACE! BACKSPACE! BACKSPACE!*   ... Stars!
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