Author Topic: Questions to the end  (Read 2723 times)

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Offline Xelion

  • 28
  • In the Ether
Questions to the end
Loc: ships. tble

Q: How do you get the total explosion radius, do you add the $Expl inner rad and $Expl outer rad or is it just the $Expl outer rad???
A: !!

Q: Why does $Max Oclk Speed for some ships appear to be less than the Velocity?
A: !!

Q: Does anybody have a reference for cruiser types for Terran, Vasudan or Shivan Ships? For eg. Strike Cruiser, Piranha Cruiser....I'm sort of confused which is which??
A: !!

Q: For the Weapon Subsystems of a warship if a turret has 2/3 listings for example in Turret01 - Subach HL-7, Subach HL-7. Then how does that apply to the model directly, does it use both turrets or is it an optional thing???
A: !!

Any Help would be great :D :yes:

 

Offline TheCelestialOne

  • Man of Exceptional Taste
  • 28
Q 4).

If the turret has 1 listing the turret looks like this : |
If the turret has 2 listings the turret looks like this : |_|
If the turret has 3 listings the turret looks like this : |_|_|

So for every listing there is a turret to fire from.
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Offline Unknown Target

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Re: Questions to the end
Quote
Originally posted by Max


Q: How do you get the total explosion radius, do you add the $Expl inner rad and $Expl outer rad or is it just the $Expl outer rad???


I think it's only the explosion outer radius.

Quote

Q: Why does $Max Oclk Speed for some ships appear to be less than the Velocity?

It's generally a tabling problem which occurs because it doesn't like you (which always happens to me when I do .tbl work), or you set the max velocity to be greater than the max oclock speed.

Quote

Q: Does anybody have a reference for cruiser types for Terran, Vasudan or Shivan Ships? For eg. Strike Cruiser, Piranha Cruiser....I'm sort of confused which is which??

There's no such thing as the cruisers above:p. Anyways, no one has a list that I know of that includes pictures. Just open up FRED2, and turn on show object wireframe, and place the ships. It'll show you what they look like. Either that or get to a very high rank so you can see them in the tech room.

 

Offline IceFire

  • GTVI Section 3
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Pirahna cruiser is just a 'short' name that all ships have assigned to them.  Its actually a GTC Leviathan class cruiser.  That should be more than apparent and there is little reason for a guide.

Just keep this in mind.

The Fenris and the Leviathan are technically the same ship.  The Leviathan is modified to be stronger and slower.  The same applies for the Cain and the Lilith cruisers.  The Cain is weak and almost useless while the Lilith is a destroyer eating machine.
- IceFire
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Offline vadar_1

  • Mr. Crispy
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Re: Questions to the end
1) The inner radius is full explosion damage, and the damage decreases at a constant until it hits the outer radius. It says this right in the table. To answer your question more directly, its the outer rad.

2) List the ship, because It shouldn't.

3) They arn't types, just different ships. Each is unique... I dont get what you want as a reference.

4) Its a compound turret, which means it has more then 1 gunpoint. Look at the blob turrets on the Hecate, you'll get the idea.
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Offline Redfang

  • 28
Quote
Originally posted by Max
Q: Why does $Max Oclk Speed for some ships appear to be less than the Velocity?

 
That's only for non-player flyable ships, so it doesn't matter as AI pilots always fly non-player flyable ships with guns, shields and engines at default power levels. So some ships go slower with full engine power than with default, but that's doesn't matter as you can't fly them. :p
 
Quote
Originally posted by Max
Q: For the Weapon Subsystems of a warship if a turret has 2/3 listings for example in Turret01 - Subach HL-7, Subach HL-7. Then how does that apply to the model directly, does it use both turrets or is it an optional thing??? [/b]

 
It means that the ship can shoot from more than one point, but it's still the same turret. It shoots at the same speed as normally, though, so it's only a visual thing. In FRED you can put different weapons to one turrets in this case, but it still shoots with only one of the weapon type. I don't know with which, probably with the first one. And even if you put it to have three Terran Huge turrets, it still doesn't shoot any faster than normally. I think it should, but it doesn't. Of course that'd be easily (?) fixed with the source code... :p

 

Offline Xelion

  • 28
  • In the Ether
:nod: Thanks for all your help!! just one thing, Unknown target you said "Either that or get to a very high rank so you can see them in the tech room.", are you saying that depending on what rank you get depends on how many ships are displayed in the tech room.

 

Offline Joey_21

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    • http://denebsystem.cjb.net/
Max Oclock is the speed that the fighter has when all of the power is pumped into the engines. You'll notice with fighters and bombers the max oclock speed is larger than the velocity.

I wonder if somehow this also controls the min oclock speed when the number is smaller than the velocity.

 

Offline vyper

  • 210
  • The Sexy Scotsman
Quote
Originally posted by Joey_21
Max Oclock is the speed that the fighter has when all of the power is pumped into the engines. You'll notice with fighters and bombers the max oclock speed is larger than the velocity.

I wonder if somehow this also controls the min oclock speed when the number is smaller than the velocity.


Its a rather strange experience to be slowing down when you pump power to your engines! :doh:
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline IceFire

  • GTVI Section 3
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That problem happened on the Loki in Silent Threat.  I chalked it up to a faulty engine.  Its a good way to incorporate details like that into the fiction.
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline Xelion

  • 28
  • In the Ether
So far the first question's answer had been slightly confusing, let me rephrase it.

Q: When a ship explodes the total spherical radius of the explosion is what?? This is what I'm trying to confirm!! For example; A Moloch Corvette upon its destruction has these settings implemented with others of course but were only interested in these. Now I already know that the inner radius (150) and everything in that spherical area receives a damage of 200. and everything in the 750 field after has a constantly smashed down number that goes down to 0 near the end. So what I'm trying to confirm is that the total explosion radius is 750 or 900 (150+750).

$Expl inner rad:        150.0
$Expl outer rad:        750.0
$Expl damage:           200.0
$Expl blast:            11000.0

A: !!


As for the second question here is an example and comparison. Keep in mind that the $Max Velocity of a ship is the max forward speed of a ship at default energy levels. The $Max Oclk Speed is the max forward speed of the ship when 100% energy

Source: Ships.tble, Freespace2
GTD Orion // GTD Hecate (this is an incorrect entry)
$Max Velocity:      15.0
$Max Oclk Speed:   8.0

GTD Hades (this is a correct entry)
$Max Velocity:      15.0
$Max Oclk Speed:   24.0

Quote

By Redfang
That's only for non-player flyable ships, so it doesn't matter as AI pilots always fly non-player flyable ships with guns, shields and engines at default power levels. So some ships go slower with full engine power than with default, but that's doesn't matter as you can't fly them.


Why do the ships go slower with full engine power, that makes no sense in any way explainable. unless there is a Subspace anomaly nearby I'm not aware about. Yes well I can't accept what Volition doesn't correct...:headz:
« Last Edit: July 05, 2002, 06:58:42 am by 325 »

 

Offline penguin

  • Eudyptes codus
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  • Still alive.
Quote
Originally posted by Max
So what I'm trying to confirm is that the total explosion radius is 750 or 900 (150+750).

$Expl inner rad:        150.0
$Expl outer rad:        750.0
$Expl damage:           200.0
$Expl blast:            11000.0
Here's a picture


ship.........150m...............750m
 0 -----------| -----------------|-------------->
 |__full dmg__|__decreasing_dmg__|__no_damage

so the outer radius is the total radius


Quote
Why do the ships go slower with full engine power, that makes no sense in any way explainable. unless there is a Subspace anomaly nearby I'm not aware about.
This has already been answered, but to repeat: it's a bug in the table, but it doesn't matter bcause it's never used, since the concept of "full engine power" is meaningless for a cap ship.
your source code slave

 

Offline Xelion

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  • In the Ether
Thankyou very much Penguin for that last piece of data. Pictures seem to be so much easy to understand. :yes: