Author Topic: Primaries, Secondaries, and Countermeasures  (Read 7249 times)

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Offline WMCoolmon

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Primaries, Secondaries, and Countermeasures
They should be pretty interchangeable, with the position in weapons.tbl just defining where they show up rather than how. Also, any weapon should be usable as a countermeasure - I don't know why the wiki says it has to have the countermeasure flag. When I did the initial testing I was using Subachs, and that would be a stupid restriction to put on it in any case.

Anyway, you should be able to make primaries that use the POF renderer and secondaries that use the laser renderer, and stick primaries or secondaries on the countermeasures slot of a ship, or make missiles that are also countermeasures. (Or primaries that are also countermeasures?) But mostly they should be more interchangeable than you think, and more rewarding to experiment with.

This isn't anything new but there was a bug that I fixed almost a month ago that prevented this from working properly. This interchangeableness is intended, though. If something isn't already possible then the majority of the code required should already be implemented.
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Offline Galemp

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Re: Primaries, Secondaries, and Countermeasures
Huh. Thanks. *thinks about using Piranhas as countermeasures*

This is neat but without proper support in FRED and mission loadouts, all it means is that now everyone (Terrans, Vasudans, Shivans, fighters, bombers) is using a different type of countermeasure. There's no variety, it's only a replacement.

I suppose this is a prerequisite for the integration of 'tertiary' weapons systems, and interface art is needed.

If we're redoing the weapon loadout interface I personally would like to see the option of swapping out the turret-mounted weapon in the loadout screen too, but that's probably beyond the scope of what WMC is doing.
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Offline --Steve-O--

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Re: Primaries, Secondaries, and Countermeasures
hmm...is this neat stuff already working in released builds, or is it neat stuff to come with the new edition of 3.6.10? either way i can have me some fun with this.
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Offline redsniper

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Re: Primaries, Secondaries, and Countermeasures
He's saying it's been this way for a long time, but no one uses it because they don't know about it. Hence his post to inform us all. :p
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Offline Backslash

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Re: Primaries, Secondaries, and Countermeasures
I like this. :yes:

A note from when I tried it a few months ago:  the Swarm system needs to be recoded to work with weapons other than secondaries.  The turret code's swarm system seems to work for primaries and secondaries, so imitating that might be an option.  I gave it a try a while ago but it went slightly over my head.

I've been attempting some interface art but it's slow going.

Another prerequisite for tertiary weapons systems is a block for it in the POF info.  Adding placeholder support for it in PCS2 would be nice. :)  Trick is doing it in such a way that older builds can just ignore it instead of screaming...

 

Offline Trivial Psychic

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Re: Primaries, Secondaries, and Countermeasures
Question regarding secondaries:  If I made a model with firepoints in... say, a rear-facing direction, would aspect-seeking secondaries attempt to lock on to targets aft-facing (in rear-view mode), or would it still attempt to lock on to targets ahead?
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Offline WMCoolmon

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Re: Primaries, Secondaries, and Countermeasures
It's been in for awhile but last time I tried to use it (making placeholder weapons for Diaspora) I had to fix it before it would work. So it's working in recent SVN, not working at some time before that, and working at some time before that.

Question regarding secondaries:  If I made a model with firepoints in... say, a rear-facing direction, would aspect-seeking secondaries attempt to lock on to targets aft-facing (in rear-view mode), or would it still attempt to lock on to targets ahead?

This is the kind of question that even if I did have an answer about what it should be doing, it would be more reliable to test it out.

For the countermeasures slot, my hope is that they would seek backwards by default if you did try it for heat-seeking and the like, and I don't know about the aspect-seeking missiles; they probably wouldn't work (in aspect-seeking mode, they'd probably behave as if you didn't have a lock) if you didn't already have an aspect seeking missile selected in the secondaries slot.
-C

 

Offline Aardwolf

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Re: Primaries, Secondaries, and Countermeasures
Does this mean we have homing primaries now?

 

Offline WMCoolmon

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Re: Primaries, Secondaries, and Countermeasures
They always did home in some form. I remember Carl or somebody trying them years ago and reporting that they would turn in the direction of the ship, but not actually change velocity. I don't actually know how this would work now.
-C

 

Offline Wanderer

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Re: Primaries, Secondaries, and Countermeasures
Yeah.. i tried these too about a year ago or something... And end result was that the effect orientation was turned so that the effect pointed at the target but the actual flying or velocity vector of the weapon did not change.
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Offline Stormkeeper

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Re: Primaries, Secondaries, and Countermeasures
*snip*
I tried making homing primaries a while back, and they just turned in the direction of the target, not actually haring off after their targets.
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Offline Mobius

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Re: Primaries, Secondaries, and Countermeasures
I'd really like to see countermeasures that look like modern flares used on combat aircraft...
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Offline Snail

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Re: Primaries, Secondaries, and Countermeasures
I'd really like to see countermeasures that look like modern flares used on combat aircraft...
Shouldn't be too hard with a nice little glowpoint and an invisible model.

 

Offline Stormkeeper

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Re: Primaries, Secondaries, and Countermeasures
Is there a model for the current countermeasure?
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Offline Mobius

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Re: Primaries, Secondaries, and Countermeasures
I'd really like to see countermeasures that look like modern flares used on combat aircraft...
Shouldn't be too hard with a nice little glowpoint and an invisible model.

I'd like to do that right now...do you think a Blip(;)) would work?

Is there a model for the current countermeasure?

Yes, but it's too big...in an unrealistic way, too... :doubt:
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Offline Stormkeeper

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Re: Primaries, Secondaries, and Countermeasures
I have an untextured cube lying around... I think. No glowpoints, tho...

How big, exactly is it? I've never really noticed it tbh.
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Offline Mobius

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Re: Primaries, Secondaries, and Countermeasures
If I claim that is almost as big as the cockpit of a fighter I don't exaggerate...not that much.... :nervous:
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Offline Snail

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Re: Primaries, Secondaries, and Countermeasures
I'd like to do that right now...do you think a Blip(;)) would work?
A Blip(:nervous:) with a glowpoint would work... Though it might be a bit big for a countermeasure.

 

Offline Mobius

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Re: Primaries, Secondaries, and Countermeasures
Which texture glow should I use?
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Offline Wanderer

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Re: Primaries, Secondaries, and Countermeasures
You have many options.. You can either make a new pof with glowpoint as was suggested. Or then you might just add pair of thrusters to the pof. Or particle spew.
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