Author Topic: Turret ammo capacities  (Read 4955 times)

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Offline Wanderer

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Turret ammo capacities
So... do these actually function? I tried these a couple of times and i couldnt see anything at all.. that is the turret just kept firing regardless that it had ammo for only four shots.

Edit... For the interested.. it was a part of an attempt to create swarm firing weapons for singlepart turrets. Using ballistic primaries with limited ammo (full ammo = 1 burst) and then reloading the ammo using script.. with a bit of delay.
« Last Edit: August 27, 2006, 03:31:56 pm by Wanderer »
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Offline Nuke

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Re: Turret ammo capacities
it would be cool if this at least worked on fighters and bombers. take the apis and its pair of gatling turrets, i want them to run out eventually, and then they can be reloaded via support ship.

as far as scripting goes id like to be able to set turret targets through script, also to lock and unlock turrets. the reason: capship gunnery console :D
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Offline TrashMan

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Re: Turret ammo capacities
I?m bumping this so as no to start a new thread.

Was wondering what's the status with this? Are there any plans to include this? Capship weapons with limited ammo is IMHO a very good idea.
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Offline The E

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Re: Turret ammo capacities
Noone has worked on this yet. It doesn't exactly look problematic (although AI integration could be tricky), but I guess noone has had the desire to implement it.
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Offline Fury

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Re: Turret ammo capacities
If one does go around to do it, in addition to secondary capacity it would also be nice if pbanks could have their own limited energy and pbank capacity like fighters do. Limited energy and turret capacities could create very interesting mission scenarios.
« Last Edit: November 11, 2010, 03:47:52 am by Fury »

 

Offline TrashMan

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Re: Turret ammo capacities
I'm mostly interested in this to have limited number of torpedoes for capships. Especially smaller warships.
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Offline General Battuta

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Re: Turret ammo capacities
Could fake it with FRED, I think, assuming secondary-fired works on turrets.

 
Re: Turret ammo capacities
I'm mostly interested in this to have limited number of torpedoes for capships. Especially smaller warships.

Yes, this. A real VLS system, for example, with one missile per tube.

 

Offline TrashMan

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Re: Turret ammo capacities
Could fake it with FRED, I think, assuming secondary-fired works on turrets.

IIRC, it doesn't. Not sure tough. :confused:

I tried once faking it with a simple times turret-lock, but it's too unpredicatable as the number of shots depends on ship positioning and AI level.
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Offline Nuke

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Re: Turret ammo capacities
I'm mostly interested in this to have limited number of torpedoes for capships. Especially smaller warships.

same here, according to nukemod cannon, the ragnarok is supposed to carry only 12 meson torpedoes, while the valhalla can only carry 6. also the ragnarok's nuke launchers should also have a limit (though currently unset by cannon) on how much ammo is available. however this is fredable, and should probibly be handled on a mission specific basis.

id also like energy weapons on turrets on fighters, bombers and gunboats to drain the ships weapon energy reserves. this could be applied to capships as well. of course my player controlled turrets are scripted, and scripting in ammo usage is trivial (and may have already been handled).

still it would be cool if the engine handled this kinda thing properly, if only on the grounds that assigning ammo to secondary turrets has been available since retail (if not fully implemented).
« Last Edit: November 12, 2010, 06:50:09 pm by Nuke »
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Offline TrashMan

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Checking ammo for every turret on every ship? That's a FREDing nightmare. Especially if you have lots of ships...
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Offline Nuke

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Checking ammo for every turret on every ship? That's a FREDing nightmare. Especially if you have lots of ships...

i never claimed to be a fred expert. thats the one skill i never mastered for this engine. my most sophisticated mission is aptly named scannin' crates. fred should default all ships to full ammo though, if ammo is enabled. i was thinking more of a situation, where the number of warheads in the corvette's meson battery was limited and also a persistant variable in the campaign. so if you failed an objective and it had to use up a couple more warheads in one mission, you wouldnt have them in latter missions. but for things like flak guns and and rail guns, this might get annoying. me i would only limit ammo on ships that could be rearmed on a support ship. anything bigger than a cruiser would most likely have huge internal ammo stores which would not be depleted during the course of an engagement. of course having missions where you have to defend a capsjhip that is running out of ammo could be intresting.

still i like the feature, but i think it would be opening a huge can of worms.
« Last Edit: November 13, 2010, 04:12:52 pm by Nuke »
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Offline TrashMan

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I have specialzed missile cruisers (that shoot a LOT of large missiles, so even with big stores, it can't last long) and gunboats/escorts (two light torpedo launchers, 5-10 torps per launcher), so yea. It could be handy.

Interestingly enough, FRED sets all ammo for turrets to 0 by default. So to make it infinite by default and backwards compatible, 0 should mean infinite...which is weird.
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Offline Nuke

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cant be any worse than the ragnarok class, which lobs nukes like they were airsoft pellets. but i think a "limited ammo" subsystem flag is in order. probably another to allow rearm with support ship, which would be used for player ships.
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Offline T-Man

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Agree, a "limited ammo" flag on turrets would be interesting if the coders are willing, especially in mods with lots of ballistics like TVWP.

For now, perhaps locking the turret and using the fire-turret SEXP will fill the gap? It'll be far from perfect but it'd at least let you control the firing a little.
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Offline General Battuta

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For now, perhaps locking the turret and using the fire-turret SEXP will fill the gap?

There's one tiny little problem with this plan: the fire-turret SEXP doesn't exist.

 

Offline TrashMan

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One could lock and unlock a turret, but that doesn't give good control over the number of shots. You don't know if the turret will fire. Rate of fire on may weapons depends on AI level, difficulty...and the facing of the ship/turret can make the turret not fire at all.
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Offline T-Man

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There's one tiny little problem with this plan: the fire-turret SEXP doesn't exist.
*bangs head against wall* Jesus, two muck ups in a row! Maybe it best i shut up about FRED for now! :lol:
Sorry about the confusion.
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Offline TrashMan

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Happens...turret-lock and fire-beam do exist. A honest mistake.
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Offline General Battuta

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Yep, don't worry about it. We'd all love to have a fire-turret, it's just a lot more complex than it sounds.