Author Topic: Problem with dampening and speed.  (Read 1639 times)

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Problem with dampening and speed.
 can someone detail me on how to make this

http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24use_newtonian_dampening: work properly?


 my fighters keep reaching speeds of up to 3500ms despite having a top speed of 750ms on their table, when turning around. basically is making dogfights impossible on my mod, if ships can orbit at those sick speeds.

i already set

$use newtonian dampening: YEs

on the ai profiles.tbl
and alraedy set the mission to use said profile, but i keep having my speeds totally broken.


code of one of the ships and AI_profiles.tbl


Code: [Select]
$Name: Peregrine Class
$Short name: Peregrine Class
$Species: Terran
+Type: XSTR("Strategic Assault", -1)
+Maneuverability:       XSTR("Average", -1)
+Armor: XSTR("Average", -1)
+Manufacturer:          XSTR("Han-Ronald Corp.", -1)
+Description: XSTR(" ", -1)
$end_multi_text
+Tech Description: XSTR("The Peregrine Fighter was Starfleet's first attempt at a heavy fighter design. It was developed in 2367 and designed to help in fleet actions by causing the enemy vessels to split their fire amongst multiple targets, whilst delivering a powerful punch itself. Capable of a top cruise speed of warp 4.5 it has a similar speed to that of a Valkyrie, allowing it to operate short distances away from its homebase or carrier vessel. However, it is common practice for these vessels to be used at impulse. During the Dominion war, the Peregrin was pressed into service and the class saw heavy losses. One of the most prominent battles the Peregrin Class saw action in was the battle to reclaim Deep Space 9 from the Dominion-Cardassian Alliance. Although these ships come in several different models, Obsidian Fleet uses the two-man heavy fighter variant. This design has two type U+ pulse phaser cannons as well as the type IV phaser. Optionally six full-sized photon/quantum torpedoes may be used in addition to this- although this has an adverse effect on the ships maneuverability.", -1)
$end_multi_text
+Length:          18 m
+Gun Mounts:      2
+Missile Banks:    1
$POF file: Peregrine.pof
$Detail distance:       (0, 200, 400, 1500)
$Show damage:           YES
$Density:               1
$Damp:                  1.0
$Rotdamp:               1.0
$Max Velocity:          0.0, 0.0, 750.0
$Rotation time:         3.0, 3.5, 3.0
$Rear Velocity:         0.0
$Forward accel:         2.0
$Forward decel:         2.0
$Slide accel:           0.0
$Slide decel:           0.0
$Autoaim FOV: 15
+Converging Autoaim
$Expl inner rad:        15.0
$Expl outer rad:        18.0
$Expl damage:           25.0
$Expl blast:            100.0
$Expl Propagates:       NO
$Shockwave Speed:       5.0
$Shockwave Count: 1
$Allowed PBanks:        ( "Phaser Pulsef" "Phaser IV" "Subach HL-7" "Prometheus R" "Akheton SDG" "Prometheus S" "UD-8 Kayser" "Lamprey" "Circe" "Maxim" )
$Allowed Dogfight PBanks: ( "Phaser Pulsef" "Phaser IV" )
$Default PBanks:        ( "Phaser Pulsef" "Phaser IV" )
$Allowed SBanks:        ( "Micro Photon Torpedo" "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet" "Stiletto II" "Hornet#Weak" "EMP Adv." "TAG-A" )
$Allowed Dogfight SBanks: ( "Micro Photon Torpedo" )
$Default SBanks:        ( "Micro Photon Torpedo" )
$SBank Capacity:        (30)
$Shields:               750
$Shield Color: 100 100 255
$Power Output: 2.0
$Shield Regeneration Rate: 0.2
$Max Oclk Speed: 1000.0
$Max Weapon Eng: 100.0
$Hitpoints:             350
$Hull Repair Rate: 0.01
$Flags:                 ("player_ship" "fighter" "in tech database" "show ship" "default_player_ship")
$AI Class:              STCruiser
$Afterburner: YES
    +Aburn Max Vel: 0.0, 0.0, 1250.0
    +Aburn For accel: 2.0
    +Aburn Fuel: 300.0
    +Aburn Burn Rate: 50.0
    +Aburn Rec Rate: 25.0
$Countermeasures: 35
$Scan time: 2000
$EngineSnd: 127
$Closeup_pos: 0.0, 0.0, -22
$Closeup_zoom: 0.5
$Shield_Icon: pereico.ani
$Score: 10
$Subsystem: communications, 10, 0.0
$Subsystem: navigation, 10, 0.0
$Subsystem: weapons, 20, 0.0
$Subsystem: sensors, 10, 0.0
$Subsystem: engine01, 35, 0.0
$Subsystem: engine02, 35, 0.0



Code: [Select]
#AI Profiles

$Default Profile:                              STARTREK

$Profile Name:                                 STARTREK

$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10
$Max Missles Locked on Player:                 2,    3,    4,    7,    99
$Max Player Attackers:                         2,    3,    4,    5,    99
$Max Incoming Asteroids:                       3,    4,    5,    7,    10
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5
$Max Turret Target Ownage:                     3,    4,    7,    12,   19
$Max Turret Player Ownage:                     3,    4,    7,    12,   19
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5
$Repair Penalty:                               10,   20,   35,   50,   60
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5

$big ships can attack beam turrets on untargeted ships:  YES
$smart primary weapon selection:                         NO
$smart secondary weapon selection:                       NO
$smart shield management:                                YES
$smart afterburner management:                           NO
$allow rapid secondary dumbfire:                         YES
$huge turret weapons ignore bombs:                       NO
$don't insert random turret fire delay:                  NO
$hack improve non-homing swarm turret fire accuracy:     NO
$shockwaves damage small ship subsystems:                YES
$navigation subsystem governs warpout capability:        NO
$ignore lower bound for minimum speed of docked ship:    NO
$disable linked fire penalty:                            NO
$disable weapon damage scaling:                          YES
$use additive weapon velocity:                           YES
$use newtonian dampening:                                YES
$include beams for kills and assists:                    YES
$score kills based on damage caused:                     NO
$score assists based on damage caused:                   YES
$allow event and goal scoring in multiplayer:            NO
$fix linked primary weapon decision bug:                 YES
$prevent turrets targeting too distant bombs:            NO
$smart subsystem targeting for turrets:                  NO
$fix heat seekers homing on stealth ships bug:           NO
$multi allow empty primaries:                            YES
$multi allow empty secondaries:                          YES
$allow turrets target weapons freely:                    YES
$use only single fov for turrets:                        NO
$allow vertical dodge:                                   YES
$fix AI class bug:                                       YES
$allow beams to damage bombs:                            YES
$disable weapon damage scaling for player:               YES
$all ships manage shields:                               YES
« Last Edit: December 23, 2011, 10:22:20 pm by assasing123 »

 
Re: Problem with dampening and speed.
you may try adding slide accel and decel other than a  0 value .

you may try using $Use Newtonian Dampening: in the ship's flag too

If i'm not wrong.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: Problem with dampening and speed.
you may try adding slide accel and decel other than a  0 value .

you may try using $Use Newtonian Dampening: in the ship's flag too

If i'm not wrong.

the slide thing didnt work, issue persists

 
Re: Problem with dampening and speed.
That's strange.
i'll take a look @ your table and compare to mine when i'll be less drunk.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1