Author Topic: Turret limit  (Read 2314 times)

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Offline Aginor

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Hey guys!

Just a quick question: Is there a turret limit for ships and how high is it?
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Offline MatthTheGeek

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I know the Amaterasu has 169. Dunno how high the limit is, but I think you can go significantly wild. I doubt the limit is really turret-specific, it's more likely that if one exist it would rather be a subobject limit.
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Offline Nuke

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im convinced that any turret limit could be bypassed by using scripted turrets. but ive yet to encounter a situation where i needed to do this. perhaps if you wanted a lot of point defense turrets and didnt want to detract from assault weaponry.
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Offline MatthTheGeek

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Or you could use docked turret ships. There's still the matter of the ship limit (400 per mission), and I do not know if there's a dockpoint limit.
People are stupid, therefore anything popular is at best suspicious.

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666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Alex Heartnet

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Or use docked fighters that happen to have turrets on them, like the Turret/Fighters from I-War 2.

 
Was the maximum-objects-in-mission limitation pulled up recently? IIRC, Diaspora ran into it a while ago.

So if you have a reasonable fire rate on all of those turrets, you might run into that limit instead of a hard max-number-of-turrets ceiling. Just something else to keep in mind.

 

Offline MatthTheGeek

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People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Aginor

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Thanks, guys!
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Offline Droid803

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I think the turret limit is the uh...per mission subsystem limit, unless that's been lifted.
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Offline zookeeper

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The maximum number of subsystems (or, perhaps, the number of physical subsystems; I'm not sure) per ship is 200. There may be a limit for the number of submodels per ship as well, but it's definitely >200.

 

Offline headdie

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Offline Droid803

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The maximum number of subsystems (or, perhaps, the number of physical subsystems; I'm not sure) per ship is 200. There may be a limit for the number of submodels per ship as well, but it's definitely >200.

Well then I guess the maximum number of turrets is 200 minus the number of modelled subsystems.
(With up to 25 multiparts as there is a maximum of 50 rotating subobjects, if it hasn't been increased).

...could anyone confirm so that these can be put onto that wiki page?

Along with a bunch of other model related things like maximum polygons per subobject.

There are a lot of engine limitations not on that page.
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LOL no.... i won't be doing a 22km kilrathi dreadnaught with 100+ turrets for a while  :p
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Offline Aginor

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Actually I was thinking to do it myself or in cooperation with another modeler, based on your KDN. :D
But not in the near future, I'm still busy with my missions.
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Offline Black Wolf

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Don't forget if you mod for WCS you'll be using their forked codebase - that may well mean that recent bumps to the limits in FSO may not have occurred in WCS. You might be best off asking one of their coders to confirm these things before embarking on too much work on any major mods.
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Offline Aginor

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Yep, I'm aware of that. But thanks for the reminder. WCS is based on 3.6.10 IIRC, so some restrictions apply (I also encountered them when scripting, but nothing severe until now).
This is pretty low priority as well since I'm busy with other stuff, but I want to check some facts before I even think about really trying it. Most wingnuts are happy with the Saga KDN. But as I learn to mod FS2 better and better I get interested in trying some stuff. The 22km KDN is one of them that could be fun (and if only to show the WC community how bad of an idea the 22km KDN is :D ).
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