Author Topic: Missile defense system  (Read 6483 times)

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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Missile defense system
Just bumping cause I've been offline, and now adding a bit of trivia.

I use to have a few screenies of accidently capturing shots of cap ship photon torpedoes by Omniscaper (using helios table). Detonating against each other when two opposing ships are firing at each other.

Should have kept them as I didn't think it significant at the time. Sorta neat to think that helios's can strike each other and detonate. Of course I don't  think they were targeting each other, just happened to be in the opposing bomb's flight path and that these weren't missiles, they were all bombs.
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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Re: Missile defense system
The ROF on missile turrets on capitals is often slow, so when its time to fire again, the bombs may have already been downed by fighter cover/blob turrets/flak/AAA beams

See "same turret cooldown" weapon class flag.
-C

 

Offline Wanderer

  • Wiki Warrior
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  • Mostly harmless
Re: Missile defense system
I use to have a few screenies of accidently capturing shots of cap ship photon torpedoes by Omniscaper (using helios table). Detonating against each other when two opposing ships are firing at each other.

Should have kept them as I didn't think it significant at the time. Sorta neat to think that helios's can strike each other and detonate. Of course I don't  think they were targeting each other, just happened to be in the opposing bomb's flight path and that these weren't missiles, they were all bombs.

Actually - unless ai_profiles.tbl table option $huge turret weapons ignore bombs: is used - bombs will target opposing bombs and attempt to intercept them. As will beam-freed capship beams too (aka beam jamming)
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Raptor

  • 210
Re: Missile defense system
So... how do you stop 'huge' weapons targeting bombs again?

Nice simple 1,2,3 plain english style please.  (99% of all this techy and codey talk flies right over my head)

As a related point, why not expand the targetting system, so that turrets have a prefered target, that given a choice, they will fire at.

I remember a couple of threads in this forum which I started about turrets and turret targetting, but the coders never seemed to take any notice... :(
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
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Offline Wanderer

  • Wiki Warrior
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Re: Missile defense system
Create ai_profiles.tbl or (perhaps better option) use xxx-aip.tbm to do that.

-aip.tbm
Code: [Select]
#AI Profiles

$Profile Name:                               FS2 RETAIL
$huge turret weapons ignore bombs:                       YES

#End

Untotally untested and everything but it should might do the trick. Or then you might also create totally new profiles and select the proper AI profile with fred for the given mission.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Nuclear1

  • 211
Re: Missile defense system
The AI doesn't need to expend missiles on a bomb when a few good shots from flak/AAA/fighters' primary weapons will do just fine. Missiles really are best as point-defense against fighters or, better yet, bombers.
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Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Re: Missile defense system
Or you could do this (with exactly the same results):

Code: [Select]
#AI Profiles

$Default Profile: MODIFIED FS2 RETAIL

$Profile Name: MODIFIED FS2 RETAIL

$huge turret weapons ignore bombs: YES

#End

 

Offline Bob-san

  • Wishes he was cool
  • 210
  • It's 5 minutes to midnight.
I gotta idea for this...

Why not link importance of a ship with escort list priority?

For example, interseptors on the Enif Station mission will go after bombs+bombers before they take out fighters and the cato.

Anyways, someone should develop a missile for interceptors that is the size of a hornet, dumbfire, and has a wait of 3 seconds. Range of 1km or so, and speed of 400m/s.
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Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
Perhaps you have just been unfortunate. Perhaps the turnents just haven't got a lock on the bomb. Perhaps the crew is changing a fresh magazine.

IRRELEVANT

Overhul the weapons to make them intercept blobs so we get interceptors on TBP. Now! I command you in the name of the allmight sweating bottle of cold beer!

(Interesting thing I realized... Why havent there been a space sim that has interceptors? Or anything similar?)

That would have to mean that even cannon fire is interceptable.  You see the Hyperion intercepting incoming plasma cannon fire in that episode (cant think of the name at this time) where they discover the Great Machine on Eps Eri. This would indeed make things interesting. All weapons can target and counter all weapons (i.e. light cannons can kill ships/fighters and be used as interceptors for use against missiles and other cannon pulses....but leave the heaviest cannons for anti ship/fighter only...or something like that.....

Sounds like a headache, but one that would certainly make for some....interesting...battles to say the least.
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-------
In Diffucult Ground; Press On
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In Death Ground; FIGHT!

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Offline Trivial Psychic

  • 212
  • Snoop Junkie
Interceptable primaries had been under discussion, but I haven't heard it mentioned for at least a year.
The Trivial Psychic Strikes Again!

 

Offline Raptor

  • 210
Don't suppose anyone has a copy of the AI Profiles.tbl they could send my way?

Without one, the tbm thiny doesn't work, and I don't what to have to script every 'huge' weapon in every mission...
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 

Offline Bob-san

  • Wishes he was cool
  • 210
  • It's 5 minutes to midnight.
Look though your VP's in your root directory for FS2 retail... IDK about Open builds since i'm not a programmer.

You need a VP/VPP viewer if you dont have one already. The descent tools can be found in Kara's FAQ (link in siggy). It should be under tables in like the third VP or somethin...

if you dont have on in about 3 hours, ill look through my OEM build and my Open build, and hope its there...
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GTSVA: With who...?
Nuke: chewbacca?
Bob-san: The Rancor.

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
You won't find AI Profiles in there. It's SCP only and AFAIK isn't used by the media VPs either since they are meant to give everything default AI behaviour.

The wiki is probably your best bet.
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Offline Raptor

  • 210
so I have to build one from scratch, listing everything in the wiki page and hope I get it all perfect?  Oh man... :hopping:
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Hmmm? All blank fields use stats that are found from the code so do not even add the entry unless you want to change the value on that entry.

If you havent got ai_profiles.tbl game uses the one embedded into the code. So to add new profiles you do not need ai_profiles.tbl but rather *-aip.tbm files. Do notice that new ai profile has to be selected in fred as old missions use by default a profile named FS2 RETAIL.

So if you use ai_profiles.tbl just define the new default profile that will be used for all the subsequent missions.  And/or change the profile of the existing missions... Or use *-aip.tbm to modify the FS2 RETAIL profile.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Raptor

  • 210
Hmmm? All blank fields use stats that are found from the code so do not even add the entry unless you want to change the value on that entry.

If you havent got ai_profiles.tbl game uses the one embedded into the code. So to add new profiles you do not need ai_profiles.tbl but rather *-aip.tbm files. Do notice that new ai profile has to be selected in fred as old missions use by default a profile named FS2 RETAIL.

So if you use ai_profiles.tbl just define the new default profile that will be used for all the subsequent missions.  And/or change the profile of the existing missions... Or use *-aip.tbm to modify the FS2 RETAIL profile.

... :wtf:... Could you repeat that in simple english?

I don't have an AI_Profiles.tbl, and I've tried a tbl thingy but that didn't work... (mostly likely got it wrong, but I've never used the things before so not surprising that )

I've looked through the VPs and there's nothing there.  All I want is to stop 'huge' weapons shooting at bombs (which is just stupid, looks daft and is annoying)
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 

Offline Wanderer

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1) Create an empty text file named whateveryoulike-aip.tbm in to your mod/data/tables directory

2) Open the file with notepad and toss following into it
Code: [Select]
#AI Profiles

$Default Profile: MODIFIED FS2 RETAIL
$Profile Name: MODIFIED FS2 RETAIL
$huge turret weapons ignore bombs: YES

#End

3  a) Now if you create a new mission it has by default the new ai profile in use.

    b) For existing missions you have to edit the mission files with FRED. Go to Mission Specs editor and select the proper AI behaviour from the pulldown list on the lower left section of the editor. Or do the same with notepad to mission files by adding line $AI Profile: FSAlt Default[/i] right before the #Command Briefing section.



You could also perhaps edit the FS2 RETAIL behaviour (= the one game normally uses) with following *-aip.tbm file
Code: [Select]
#AI Profiles
$Default Profile: FS2 RETAIL
$Profile Name: FS2 RETAIL
$huge turret weapons ignore bombs: YES
#End
It might function nicely without any fooling with the mission files but i cant give 100% on that.
Do not meddle in the affairs of coders for they are soggy and hard to light