Author Topic: Killing Capital Ships with Fighter Primaries  (Read 4539 times)

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Offline Nehemiah

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Killing Capital Ships with Fighter Primaries
Okay, so I'm a little confused as to why fighter primary weapons can destroy "big damage" ships like a Hades or a Demon in FreeSpace Port, considering they both have "big damage" flags.  Or am I wrong, and I'm merely able to reduce them to 10% with fighter primaries and it's my harbinger bombs (or my wingmates') that finishes them off.  I was under the impression that the mechanics of FS1 were a little different in this respect.  Your thoughts?
The Babylon Project was our last, best hope for peace.  It failed...

No no!  I love the mod!  That's just what Commander Ivanova says at the beginning of B5 season 3.

 

Offline Droid803

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Re: Killing Capital Ships with Fighter Primaries
FreeSpace Port mimics behaviour in FS1, where the big damage flag did not exist, AFAIK.
(´・ω・`)
=============================================================

 

Offline Nehemiah

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  • I prefer exploding spaceships to blood and gore.
Re: Killing Capital Ships with Fighter Primaries
FreeSpace Port mimics behaviour in FS1, where the big damage flag did not exist, AFAIK.

What does AFAIK mean?  In addition, why is the "big damage" flag attached to all the destroyers in ships.tbl if it doesn't apply?  In what file is the mimicing of FS1 done?
The Babylon Project was our last, best hope for peace.  It failed...

No no!  I love the mod!  That's just what Commander Ivanova says at the beginning of B5 season 3.

  

Offline Droid803

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Re: Killing Capital Ships with Fighter Primaries
Why does nobody know what AFAIK stands for. I use it all the time. Second time I've been asked that this week :|
It's a fairly common shorthand as far as i know.

also


because it says so in ai profiles:

Code: [Select]
;;FSO 3.6.10;; ;; if set, will not scale weapon damage according to capital/supercap (like in FS1)
;;FSO 3.6.10;; $disable weapon damage scaling: YES
(´・ω・`)
=============================================================

 

Offline MatthTheGeek

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Re: Killing Capital Ships with Fighter Primaries
People are stupid, therefore anything popular is at best suspicious.

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bigchunk1: it's not retarded it's american!
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batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
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Offline Nehemiah

  • 26
  • I prefer exploding spaceships to blood and gore.
Re: Killing Capital Ships with Fighter Primaries
Why does nobody know what AFAIK stands for. I use it all the time. Second time I've been asked that this week :|
It's a fairly common shorthand as far as i know.

also


because it says so in ai profiles:

Code: [Select]
;;FSO 3.6.10;; ;; if set, will not scale weapon damage according to capital/supercap (like in FS1)
;;FSO 3.6.10;; $disable weapon damage scaling: YES

So then, could I make an ai-profiles.tbm file to modify the default FS2 ai-profile, and then put that table in a random vp file in the mediavps_3612 folder if I wanted the main FS2 game to also allow me to kill capships with primaries?
The Babylon Project was our last, best hope for peace.  It failed...

No no!  I love the mod!  That's just what Commander Ivanova says at the beginning of B5 season 3.

 

Offline MatthTheGeek

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Re: Killing Capital Ships with Fighter Primaries
wait wait why would you want to put something in an existing VP. That's not how modding works.
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 Lorric

  • 212
Re: Killing Capital Ships with Fighter Primaries
I've always wondered what makes that 10% kick in. But what's the limit on it? Because I'm sure some of the more powerful primary weapons can still kill capships in FS2.

 

Offline The E

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Re: Killing Capital Ships with Fighter Primaries
If they can, it's due to them having the appropriate combinations of flags. Simple as that.
See also: http://www.hard-light.net/wiki/index.php/Weapons.tbl#.22Huge.22

Also keep in mind that Cruisers are not considered "Capships" for the purpose of this discussion.

Quote
So then, could I make an ai-profiles.tbm file to modify the default FS2 ai-profile, and then put that table in a random vp file in the mediavps_3612 folder if I wanted the main FS2 game to also allow me to kill capships with primaries?

Do not modify ANY data in the retail vps or the mediavps unless you know EXACTLY what you are doing. Which you don't. Because anyone who knows how to do it also knows that doing so is a monumentally bad idea.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Nehemiah

  • 26
  • I prefer exploding spaceships to blood and gore.
Re: Killing Capital Ships with Fighter Primaries
If they can, it's due to them having the appropriate combinations of flags. Simple as that.
See also: http://www.hard-light.net/wiki/index.php/Weapons.tbl#.22Huge.22

Also keep in mind that Cruisers are not considered "Capships" for the purpose of this discussion.

Quote
So then, could I make an ai-profiles.tbm file to modify the default FS2 ai-profile, and then put that table in a random vp file in the mediavps_3612 folder if I wanted the main FS2 game to also allow me to kill capships with primaries?

Do not modify ANY data in the retail vps or the mediavps unless you know EXACTLY what you are doing. Which you don't. Because anyone who knows how to do it also knows that doing so is a monumentally bad idea.

If my minor adjustment starts causing any major issues, I can always crack open the VP and delete the table I inserted.  Worst case, I can re-download the mediavps.
The Babylon Project was our last, best hope for peace.  It failed...

No no!  I love the mod!  That's just what Commander Ivanova says at the beginning of B5 season 3.

 

Offline General Battuta

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Re: Killing Capital Ships with Fighter Primaries
Aaaaaah why are you inserting tables into VPs? Never do that, it is totally unnecessary. Just place it in /data/tables under the mod directory.

The issue is not that you are modifying the table, the issue is that you are trying to inject it into a VP when you don't have to.

 

Offline The E

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Re: Killing Capital Ships with Fighter Primaries
As Battuta said, it is never EVER necessary to modify the contents of a vp file.

Let us consider the case under discussion here. You wish to write a table that gives all fighter primaries the "huge" flag (Quite why you'd want to do that is beyond me, but whatever). So, after you created the tbm, the question is where to place it so that the game can see it.
Several solutions are available here, ranked from worst to best:

1. Modify the retail root vp to include your tbm.
This will affect ALL FS2-based mods and games. It's a really bad idea because you messed with data that every modder out there considers to be fixed and static; while the potential for unwanted behaviour is admittedly low in this specific case, neither is this step necessary nor recommended.
2. Put the tbm into <FS2 directory>\data\tables
This is equivalent to 1., except that the retail data remains untouched, making the removal of your custom data a rather straightforward process.
3. Put the tbm into the mediavps VP files
Similar to 1., this involves modifying data that is assumed to be in a certain state by other modders.
4. Put the tbm into <mediavps>\data\tables
Similar to two, except a bit better since you're no longer messing around with the base data directly.
5. Create your own mod folder and mod.ini
This is the recommended way of doing this, since it separates your own custom stuff from the "official" packages and allows you to do further experimentation without having to change official stuff.

It should be noted that using options 1 through 4 also carry the potential of making troubleshooting issues you may run into much more difficult than it has to be, since one of the fundamental steps of troubleshooting is checking whether the retail vp files, mediavps vp files, and their associated directories are in a "known good" state.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Nehemiah

  • 26
  • I prefer exploding spaceships to blood and gore.
Re: Killing Capital Ships with Fighter Primaries
As Battuta said, it is never EVER necessary to modify the contents of a vp file.

Let us consider the case under discussion here. You wish to write a table that gives all fighter primaries the "huge" flag (Quite why you'd want to do that is beyond me, but whatever). So, after you created the tbm, the question is where to place it so that the game can see it.
Several solutions are available here, ranked from worst to best:

1. Modify the retail root vp to include your tbm.
This will affect ALL FS2-based mods and games. It's a really bad idea because you messed with data that every modder out there considers to be fixed and static; while the potential for unwanted behaviour is admittedly low in this specific case, neither is this step necessary nor recommended.
2. Put the tbm into <FS2 directory>\data\tables
This is equivalent to 1., except that the retail data remains untouched, making the removal of your custom data a rather straightforward process.
3. Put the tbm into the mediavps VP files
Similar to 1., this involves modifying data that is assumed to be in a certain state by other modders.
4. Put the tbm into <mediavps>\data\tables
Similar to two, except a bit better since you're no longer messing around with the base data directly.
5. Create your own mod folder and mod.ini
This is the recommended way of doing this, since it separates your own custom stuff from the "official" packages and allows you to do further experimentation without having to change official stuff.

It should be noted that using options 1 through 4 also carry the potential of making troubleshooting issues you may run into much more difficult than it has to be, since one of the fundamental steps of troubleshooting is checking whether the retail vp files, mediavps vp files, and their associated directories are in a "known good" state.

I changed it to option 2 in your list.  As you said, it seems to be the simplest method.  Why you ask?  Because I like to be able to destroy everything that is destroyable without bombs if I choose.  To avoid the enemy having the same ability, I used the "$disable weapon damage scaling for player: YES" flag.

I hate missions like "Proving Grounds" where there is really no way on lower difficulty settings to destroy the SCv Tiamat, regardless of how close I fly to the corvete.  Why not play on higher difficulty settings?  Because FS2 serves a twofold purpose to me: 1) eyecandy & 2) stress reliever.  I like making things explode, which is also why I love BoE syndrome campaigns.  Playing on higher difficulty settings causes undue stress, and I already get plenty of that from my career.  This game is a haven where I am (or desire to be) in complete control over the events that transpire.  I often find myself modifying flags on weapons and ships in order to mount BFGreens and HBlues on fighters.  Oh that's fun!  I also like modifying bombs to make them really fast and have a million points of negative mass to them, so that when a bomb hits a capital ship, it not only destroys it with one bomb, but also sends it hurtling in my direction.  That's really fun!
The Babylon Project was our last, best hope for peace.  It failed...

No no!  I love the mod!  That's just what Commander Ivanova says at the beginning of B5 season 3.

 

Offline Lorric

  • 212
Re: Killing Capital Ships with Fighter Primaries
As Battuta said, it is never EVER necessary to modify the contents of a vp file.

Let us consider the case under discussion here. You wish to write a table that gives all fighter primaries the "huge" flag (Quite why you'd want to do that is beyond me, but whatever). So, after you created the tbm, the question is where to place it so that the game can see it.
Several solutions are available here, ranked from worst to best:

1. Modify the retail root vp to include your tbm.
This will affect ALL FS2-based mods and games. It's a really bad idea because you messed with data that every modder out there considers to be fixed and static; while the potential for unwanted behaviour is admittedly low in this specific case, neither is this step necessary nor recommended.
2. Put the tbm into <FS2 directory>\data\tables
This is equivalent to 1., except that the retail data remains untouched, making the removal of your custom data a rather straightforward process.
3. Put the tbm into the mediavps VP files
Similar to 1., this involves modifying data that is assumed to be in a certain state by other modders.
4. Put the tbm into <mediavps>\data\tables
Similar to two, except a bit better since you're no longer messing around with the base data directly.
5. Create your own mod folder and mod.ini
This is the recommended way of doing this, since it separates your own custom stuff from the "official" packages and allows you to do further experimentation without having to change official stuff.

It should be noted that using options 1 through 4 also carry the potential of making troubleshooting issues you may run into much more difficult than it has to be, since one of the fundamental steps of troubleshooting is checking whether the retail vp files, mediavps vp files, and their associated directories are in a "known good" state.

I changed it to option 2 in your list.  As you said, it seems to be the simplest method.  Why you ask?  Because I like to be able to destroy everything that is destroyable without bombs if I choose.  To avoid the enemy having the same ability, I used the "$disable weapon damage scaling for player: YES" flag.

I hate missions like "Proving Grounds" where there is really no way on lower difficulty settings to destroy the SCv Tiamat, regardless of how close I fly to the corvete.  Why not play on higher difficulty settings?  Because FS2 serves a twofold purpose to me: 1) eyecandy & 2) stress reliever.  I like making things explode, which is also why I love BoE syndrome campaigns.  Playing on higher difficulty settings causes undue stress, and I already get plenty of that from my career.  This game is a haven where I am (or desire to be) in complete control over the events that transpire.  I often find myself modifying flags on weapons and ships in order to mount BFGreens and HBlues on fighters.  Oh that's fun!  I also like modifying bombs to make them really fast and have a million points of negative mass to them, so that when a bomb hits a capital ship, it not only destroys it with one bomb, but also sends it hurtling in my direction.  That's really fun!

Wing Commander Saga is for you. You've got everything you talk about there, tons of things to blow up in long missions, primaries can kill all capships, huge, beautiful explosions when capships die and a lot of capships die with one bomb. Oh, and there are some battles involving entire fleets. You are very hard to kill on the lowest difficulty.

 

Offline Nehemiah

  • 26
  • I prefer exploding spaceships to blood and gore.
Re: Killing Capital Ships with Fighter Primaries

Wing Commander Saga is for you. You've got everything you talk about there, tons of things to blow up in long missions, primaries can kill all capships, huge, beautiful explosions when capships die and a lot of capships die with one bomb. Oh, and there are some battles involving entire fleets. You are very hard to kill on the lowest difficulty.

I'll have to get that one next!  Thanks for the recommendation!
The Babylon Project was our last, best hope for peace.  It failed...

No no!  I love the mod!  That's just what Commander Ivanova says at the beginning of B5 season 3.

 

Offline Lorric

  • 212
Re: Killing Capital Ships with Fighter Primaries

Wing Commander Saga is for you. You've got everything you talk about there, tons of things to blow up in long missions, primaries can kill all capships, huge, beautiful explosions when capships die and a lot of capships die with one bomb. Oh, and there are some battles involving entire fleets. You are very hard to kill on the lowest difficulty.

I'll have to get that one next!  Thanks for the recommendation!

You're welcome.

If you don't mind spoilers (and there are some big ones here) watch this, this is about as good as it gets:

http://www.youtube.com/watch?v=zwlrnqYORWg&list=PLA451C3E80721B309&index=40