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Of Beam cannons and fighters....
I noticed that you didn't put a true beam cannon on the Nial. Is this a limitation of the freespace 2 engine, or is it something you're still working on?
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Re: Of Beam cannons and fighters....
quote:
Originally posted by ShadowBoy
I noticed that you didn't put a true beam cannon on the Nial. Is this a limitation of the freespace 2 engine, or is it something you're still working on?
Exception is targeting laser but it is unreliable and not suitable for our needs.
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quote:
Originally posted by Mr. Fury
Exception is targeting laser but it is unreliable and not suitable for our needs.
and it doesn't work on AI fighters
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Okay, so basically, the FS2 engine won't let you put a true beam gun on a fighter, and still let the player fly it. I hope you don't mind a few small suggestions, though;
I did a little playing around today, and sort of figured something out. I'm not too experienced at messing around with the weapons tables yet, but I managed to come up with some nifty ad hoc modifications.
First, you will need a calculator, so you can average about the same amount of damage per minute. Next, increase projectile speed as high as it will go, have the weapon's fire rate increased, too. You may need to play around a little with the length of the shot, but that's not my area of expertise. Now, lower the damage to where this continuous stream of shots does more damage per second (about twice the current rate) then make it be an unbelievable energy hog, to whaere at normal energy settings you can keep a solid stream up for MAYBE 1 1/2 seconds, arranged to where on average, per minute, you do the same damage as currwently set up.
Open to feedback, is my idea workable? Does it suck badly?
Like I said, I only have about 10 min experience with the weapons tables.
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Blessed be the Lord, my Rock, who trains my hands for war, my fingers for battle. -Psalm 144:1
May He be with our troops, as they defend others' right to freedom.
You want to know what happens when the energy runs out? The AI will keep firing. That means that once the energy runs down, they will fire in "dribbles".
We might upgrade the speed of the projectile as suggested by one of the guns on here. The test was fairly convincing so we'll see.
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quote:
Originally posted by IceFire
You want to know what happens when the energy runs out? The AI will keep firing. That means that once the energy runs down, they will fire in "dribbles".
We might upgrade the speed of the projectile as suggested by one of the guns on here. The test was fairly convincing so we'll see.
Re: Re: Of Beam cannons and fighters....
quote:
Originally posted by pera
The problem is, that a nial is player flyable, and the player cannot fire the beams by himself. The would have to be turret weapons.
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quote:
One of the GUNS?
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While we're all on the subject of beam cannons I would like to ask a question. When the Sharlins cannons fire they still are able to turn while firing like the cannons in Freespace do. However in the show the cannons all fire straight ahead, behind, or in whatever direction they happen to be pointing and can't turn in midfire. So is there some setting somewhere that dictates the firing arc of the cannon?
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quote:
Originally posted by Mewgen1
While we're all on the subject of beam cannons I would like to ask a question. When the Sharlins cannons fire they still are able to turn while firing like the cannons in Freespace do. However in the show the cannons all fire straight ahead, behind, or in whatever direction they happen to be pointing and can't turn in midfire. So is there some setting somewhere that dictates the firing arc of the cannon?
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