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-- Energy for turrets on capships (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=6681)
Energy for turrets on capships
As I know, Nova could not fire all its cannons without slowing down movement. But in tbp Nova moving and shooting wihtout any harm to its energy. So it looks like drednought has inf. energy or something like Super_Mega_Reactor.... May be someone could fix it....
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Maybe, but that's not very simple. As turret weapons don't consume weapon energy in FS2.
Of course, it might be possible to change that by editing the source code, but I don't know anything about that.
Maybe, but that's not very simple. As turret weapons don't consume weapon energy in FS2.
Of course, it might be possible to change that by editing the source code, but I don't know anything about that.
I dont think its neccesary to change the source code for such a small added feature
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But can you imagine a ship, that non-stop fire beams or pulse cannons ? For ex. narn cruisers can't even jump back to hyperspace just in a second after they jump out in normal space, because they need to geine energy for the jump. But in FS2 ships could do what they like, and then what's for energy section in ships.tbl ?
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For mother Russia !
But can you imagine a ship, that non-stop fire beams or pulse cannons ? For ex. narn cruisers can't even jump back to hyperspace just in a second after they jump out in normal space, because they need to geine energy for the jump. But in FS2 ships could do what they like, and then what's for energy section in ships.tbl ?
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For mother Russia !
This might be something that may interest others as well.
But this requires source code modifications and I don't have even slightest idea how hard that would be implement.
But if this is to be made sometime, I am sure that it goes like this:
1) Beam turrets consumes energy when fired.
2) Missile turrets have limited amount of missiles.
3) Each pulse and beam turret have their own energy reserves. Or cap ship does have only one energy reserve, just like fighters.
In my opinion this would be too hard for not so much use.
If mission designer really wants to implement something like this, he could use mission events, not tidy but gets the job done. Same goes with jumping out.
In FS2, capital ships has infinite energy resources unlike fighters and bombers. But really, this can be done by events if mission designer so wishes. Well it gives you imperfect simulation of energy reserves on cap ships but it is still better than wait for source code changes that may not be ever done.
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This might be something that may interest others as well.
But this requires source code modifications and I don't have even slightest idea how hard that would be implement.
But if this is to be made sometime, I am sure that it goes like this:
1) Beam turrets consumes energy when fired.
2) Missile turrets have limited amount of missiles.
3) Each pulse and beam turret have their own energy reserves. Or cap ship does have only one energy reserve, just like fighters.
In my opinion this would be too hard for not so much use.
If mission designer really wants to implement something like this, he could use mission events, not tidy but gets the job done. Same goes with jumping out.
In FS2, capital ships has infinite energy resources unlike fighters and bombers. But really, this can be done by events if mission designer so wishes. Well it gives you imperfect simulation of energy reserves on cap ships but it is still better than wait for source code changes that may not be ever done.
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This is definately a no. The effect of this can and should be scripted as needed. Otherwise you introduce a unexpected variable into the mission design...a major headache at the very least.
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This is definately a no. The effect of this can and should be scripted as needed. Otherwise you introduce a unexpected variable into the mission design...a major headache at the very least.
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just for the record, this could be coded with like three lines in the turret firing code
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I think the easiest way (like mentioned before) is to do it by events.
Just lock some turrets.
And when you want full fire, unlock them and set a lower max speed for the ship.
I think the easiest way (like mentioned before) is to do it by events.
Just lock some turrets.
And when you want full fire, unlock them and set a lower max speed for the ship.
Re: Energy for turrets on capships
quote:
Originally posted by KiLLL
As I know, Nova could not fire all its cannons without slowing down movement. But in tbp Nova moving and shooting wihtout any harm to its energy. So it looks like drednought has inf. energy or something like Super_Mega_Reactor.... May be someone could fix it....
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Re: Energy for turrets on capships
quote:
Originally posted by KiLLL
As I know, Nova could not fire all its cannons without slowing down movement. But in tbp Nova moving and shooting wihtout any harm to its energy. So it looks like drednought has inf. energy or something like Super_Mega_Reactor.... May be someone could fix it....
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Black sheep has a point :]
And it doesn't matter if a ship uses all of it's turrets
They can be knocked out you know.
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Black sheep has a point :]
And it doesn't matter if a ship uses all of it's turrets
They can be knocked out you know.
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isnt this a kinda stupid topic? well if not yes ships dont have inf energy AND they dont survive long enuff to use that energy up so voila an explanation....
EDIT: i just noticed my title thats kinda cool 
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isnt this a kinda stupid topic? well if not yes ships dont have inf energy AND they dont survive long enuff to use that energy up so voila an explanation....
EDIT: i just noticed my title thats kinda cool 
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It fits you perfectly Ashrak 
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