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PostPosted: Fri Dec 04, 2009 1:33 am 
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I´m so in love with the double barreled guns...


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PostPosted: Fri Dec 04, 2009 9:58 am 
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Me too. I've always had an interest in naval ships and so far my favourite BSF weapon is still the Twin Autocannon. On my ships they own at longrange bombardment.

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PostPosted: Fri Dec 04, 2009 11:03 am 
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Awesomely sweet guns, but three main issues: twin-gun sync as Arc said, the Supergun breechblock looks like a popup turkeytempertester (I'd simply add a frame of it halfway out, and make the whole thing another two pixels wider instead of a shroomcap) and the recoil on the cannons looks a bit too 'sharp' (which again could be made to look better with another frame with the barrel two thirds the way back before the full-recoil frame, to make it look like a spring or gun mechanism absorbs the recoil).

Admiral Patches wrote:
Me too. I've always had an interest in naval ships and so far my favourite BSF weapon is still the Twin Autocannon. On my ships they own at longrange bombardment.

That's funny, because I'm already at fully automatic heavy battleship cannons that fire nuclear weapons Image


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PostPosted: Fri Dec 04, 2009 6:37 pm 
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excellent'e! I must find a way to use these on my Royal Earthan Navy ships. I'll wait for the technical stuff to cool down, but dude... serious stuff. What program did you use?

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PostPosted: Sat Dec 05, 2009 9:48 am 
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The thing is when I put Auto's on my ships they always have a regular shot deviation of 1, making them insanely accurate. I've tested them against the Leviathan (I'm currently still using the Leviathan as a ship power level indicator, measuring in time it takes to destroy it) and they hit it spot on, destroying at least one section per shot.

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PostPosted: Sat Dec 05, 2009 9:59 am 
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A problem with autocannons is that they basically deal double the listed damage, because the shots turn into shrapnel when they hit. If you set the submunition damage to 0, no submunitions will be spawned.


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PostPosted: Sat Dec 05, 2009 10:06 am 
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Arcalane wrote:
A problem with autocannons is that they basically deal double the listed damage, because the shots turn into shrapnel when they hit. If you set the submunition damage to 0, no submunitions will be spawned.


Hmmm I think ill give that a try later

I was also thinking of a slimmer twin- or tri- barrelled 'autocannon' type, you know, like the ones used in naval battleships. Recently ive been using WWI and II ships as inspiration, using the blunt and pointed rear sections. can anyone replicate those for me?

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PostPosted: Thu Dec 10, 2009 7:45 am 
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Kaelis wrote:
Any chance of you sharing your technique? :wink:

Posting a reply purely in order to raise the thread's profile.


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PostPosted: Fri Dec 11, 2009 12:31 am 
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Kaelis wrote:
Kaelis wrote:
Any chance of you sharing your technique? :wink:

Posting a reply purely in order to raise the thread's profile.


Unfortunately I can't really answer that question in a very satisfactory way.


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PostPosted: Fri Dec 11, 2009 12:32 am 
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Just testing out some of these weapons, and I personally see techgun 1 as a side mounted gun because of its asymmetry. I also don't see it looking right if it were to rotate like other guns so I wanted to make it fixed. Found the best way was to make it a missile then change bullet sprite, give it a arc of 1 with a launch arc of like 25. Looked awesome, like Babylon 5 fixed turret weapons. Moar please!


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PostPosted: Fri Dec 11, 2009 5:14 pm 
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Suggestion:

RAILGUN. You've shown us what you can do. Please do more.

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If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.

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http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858


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PostPosted: Sun Dec 13, 2009 2:47 am 
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Version two is now up.


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PostPosted: Sun Dec 13, 2009 5:06 am 
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Location: Recon mission in Galaxy NGC-276 "Canmus", sector 4.
nice bullets, but... and the greyscale?

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PostPosted: Sun Dec 13, 2009 3:49 pm 
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Bentusi wrote:
nice bullets, but... and the greyscale?


In case anyone wants to use the custom coloration in SM/BSF, in case none of the current selections meet their high standards.

I know I'd be using the blue bolts for particle rifles :D


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PostPosted: Wed Dec 16, 2009 2:20 am 
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First cannon's recoil is a bit too delayed. A bit is okay... too much is not so okay...

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If admirals hate and trash your ships,
If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.

Solare:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858


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