Author Topic: Of Fenris firing arcs  (Read 2199 times)

0 Members and 1 Guest are viewing this topic.

Offline Mika

  • 28
Of Fenris firing arcs
Recently I've had trouble getting a Fenris class cruiser fire its front beam (turret 2). No matter what initial geometry I put it in, firing session wont happen. And yes, it is beam-free-alled.

The current setup:
Horizontal distance to target ~3300 m
Vertical distance to target ~ 1500 m (target is below Fenris)

This makes for ~ 3600 m to target

In beam reference guide, they say maximum range for Vslasher is 4000 m, so these should put Fenris into a firing position.

I suppose the problem has something to do with the angle, but then I've tried varying horizontal and vertical distance, and still nothing happens.

So does anyone have information what is the firing arc for turret 2 in Fenris-class cruiser? Then again, I could be missing something here...

Mika
Relaxed movement is always more effective than forced movement.

 

Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
Odd...the turret should fire as normal if it is directly below the target.

Silly question: is the target beam-protected? Also check which team it is set to - anything other than hostile might not work unless 'all teams at war' is checked. If it is niether of the two, then it could be your build (some buids have known to have issues with turret arc problems)

Either way, welcome to HLP. I'd post a full greeting right now, but as im on my laptop, someone else will do the honor ;)
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline Mika

  • 28
Thanks for the quick reply

The Fenris cruiser IS the hostile, and the target is not beam-protected. I forgot to mention that I'm using Retail Fred II.

However, I remember I've had same kind of problems with this cruiser-class before.

Mika
Relaxed movement is always more effective than forced movement.

 

Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
Ok, now that IS odd with Retail FRED. Are you using FS2 open to play, or Retail FS2?

Try changing the beam to a slightly long range one (maybe a LRBGreen) and see if the turret still wont fire. If it doesnt, swtich hte target to be right in front of the cruiser, if it STILL doesn't fire, that means something else is wrong entirely and it isn't the arcs or the beam itself. In this case, try to issue an attack order to the Fenris, and see if it fires with any other turrets (especially the missile launcher) if it STILL doesn't work, switch it over to a Leviathan and see if that doesnt work.

And it that doesnt work, then im stumped and an actual professional should come along to help (hopefully) :)
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline Mika

  • 28
I use Retail FS2. None of the points you mentioned worked until I specifically ordered that cruiser to Attack a target. Only then the beam started firing.

Thanks for your help.

Mika
Relaxed movement is always more effective than forced movement.

 

Offline Singh

  • Hasn't Accomplished Anything Special Or Notable
  • 211
  • Degrees of guilt.
ah - then the problem might be the ignore bug. Did you issue any command when flying to ignore the target ship? It applies to capital ships as well, unfortunately. You may want to check the SexPs to make sure it isn't that.
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline Mika

  • 28
Ah, seems there could be a danger of mix-up, so let me clear some parts:

In order to prevent my wingmen attacking the CRUISER prematurely, I have to order wingmen to ignore the cruiser.

To make the cruiser attack a target I'm supposed to protect, I had to give it an initial command for ATTACK target in the ships editor.

But in this case, no order to ignore the CRUISER'S target has been given.

Could it happen because of that ignore-command? I was aware of the command progressing to allied capital ships, but also to enemy capital ships?

Mika
Relaxed movement is always more effective than forced movement.

 

Offline Nuclear1

  • 211
I see your problem, and that can be readily fixed with some FREDing. Simply use an event something like this:

Code: [Select]

-when
--is-event-true-delay
---(Trigger event for cruisers to go at it)
---0
--add-goal
---Allied Cruiser
----ai-chase
-----Enemy Cruiser
-----89


If what you're looking for is for the cruiser to just sit and fire, you might want to use just the "Protect" tag--this protects it from your wingmen and any turrets that aren't beams from firing on a ship, but beam cannons will still have an effect. Changing the Allied Fenris to having anti-fighter missiles in its launcher would keep all turrets active as the pilots take down enemy fighters, and the cruiser would still fire on the enemy warship.

See if that works. If it doesn't, keep asking questions. :)
Spoon - I stand in awe by your flawless fredding. Truely, never before have I witnessed such magnificant display of beamz.
Axem -  I don't know what I'll do with my life now. Maybe I'll become a Nun, or take up Macrame. But where ever I go... I will remember you!
Axem - Sorry to post again when I said I was leaving for good, but something was nagging me. I don't want to say it in a way that shames the campaign but I think we can all agree it is actually.. incomplete. It is missing... Voice Acting.
Quanto - I for one would love to lend my beautiful singing voice into this wholesome project.
Nuclear1 - I want a duet.
AndrewofDoom - Make it a trio!