(outdated) Advanced Weapon Customizing Techniques

Got questions about Shipmaker? Get answers here. Please read the stickied topics first!

Moderators: th15, Moderators

FIREST0RM000
Captain
Captain
Posts: 486
Joined: Thu Aug 07, 2008 11:32 pm

Post by FIREST0RM000 »

to bad there's no way to tell the comp to fire one weapon after another

on another note, I've been experimenting with various ways of using drivers as a kind or energy pulse shield. is there a way to actually get them into a 'defensive mode' where they attack projectiles as opposed to ships. what I have now is more of an energy pulse.
"any problem can be solved with a gratuitous enough use of high explosives" Normandy
Grenville
Commander
Commander
Posts: 249
Joined: Mon May 19, 2008 10:49 am

Post by Grenville »

FIREST0RM000 wrote:to bad there's no way to tell the comp to fire one weapon after another

on another note, I've been experimenting with various ways of using drivers as a kind or energy pulse shield. is there a way to actually get them into a 'defensive mode' where they attack projectiles as opposed to ships. what I have now is more of an energy pulse.
I have noticed that drivers modded to form an energy wave does work wonders in intercepting and stopping incoming fire. I don't know a way to get them to fire defensively other then changing the games code ^^"

If you set them to a very short range to where they stop just a bit outside of your ships hull you can then force fire them when you have incoming fire and they would then intercept them

Set the arc range to 180 with have a high deviation and you basically would have a 360 degree interceptor wave cannon

Hope this helps some ^^
FIREST0RM000
Captain
Captain
Posts: 486
Joined: Thu Aug 07, 2008 11:32 pm

Post by FIREST0RM000 »

unfortunately, I have already done that, and have a ship that uses a weaponized energy shock wave as an offensive and defensive weapon. that's the only functional use I can find for it.

one thought I had was using it as a forward shield, that would fire in the front 30 degrees or so of the ship, thus allowing an enormous amount of damage protection, with the automatic fire. same could work on a broadsider...
"any problem can be solved with a gratuitous enough use of high explosives" Normandy
Water_and_Wind
Captain
Captain
Posts: 497
Joined: Wed Sep 12, 2007 3:29 am

Post by Water_and_Wind »

I hope one of you master custom weapons builders can help me with this: Why does my blaster/missile combination keep desynching?

weapon|Missile|35|1|1|200|300|2500|2000|0|0.75|Heavy Kinetic Cannon|255|600|10|0|0|0|-1|0.70|2.10
weapon|GatBlaster|35|1|1|200|10|1000|2000|0|0.75|HKC Turret|255|285|5|-1|-1|-1|-1|1.60|1.20

Place them on top of each other, line up the arcs in the shipmaker so that they overlap exactly, and test it. The projectiles should be synchronized when firing forwards, but if it turns and fires, there is a good chance that it will desync.
Metagame 2.0 calculator: [url]http://bsf_meta2_calculator.byethost17.com/index.php[/url]
Curvy Alien Fleet: viewtopic.php?t=4959
Thrusallanian Naval Database: Patrol Craft to Behemoth, support ships, stations, warp gates, everything.
http://www.wyrdysm.com/phpBB2/viewtopic ... sc&start=0
Fleets of the Five States, get it here: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1929
Wicky_42
Captain
Captain
Posts: 352
Joined: Wed Aug 01, 2007 11:41 pm

Post by Wicky_42 »

I just gave a dummy version a shot, and the only problem that I could see is in the way the turrets behaved: once given a target in one direction, both weapons turn right to engage it. However, once the target is cancelled/destroyed the gat blaster rotates back to its default position but the missile launcher does not, which would be the root of the problem. Doubt there's a way to compensate for that - you might have to try different weapon combos.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=4014]Terran Republic[/url]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2792]HW2 Hiigaran Navy[/url]
Spoot Knight
Rear Admiral
Rear Admiral
Posts: 839
Joined: Sun Jan 27, 2008 2:59 pm
Location: In the Vega star system, monitoring UCM defense movement.
Contact:

Post by Spoot Knight »

Something I've been wondering about, when making stacked beams, the beam weapon used for the inner-most section of the beam doesn't typically fire unless force-fired, despite having the same stats as the other beam weapons used in the same location (weapons have a five degree arc to try to eliminate this). Are there any other ways I can get by this issue?
The United Commonwealth Military and Spootech Industries joint fleet.
[img]http://i97.photobucket.com/albums/l223/SpootKnight/Spootech/av-1.gif[/img]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1854]Spootech Industries - The Third Revision, upgrading to the Fourth Revision.[/url]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2273]How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.[/url]
User avatar
Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Post by Arcalane »

No problems here. How do you build the beam up? I usually set the outer part first, then the core effect, then the actual damage dealing part.
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ
Spoot Knight
Rear Admiral
Rear Admiral
Posts: 839
Joined: Sun Jan 27, 2008 2:59 pm
Location: In the Vega star system, monitoring UCM defense movement.
Contact:

Post by Spoot Knight »

From the outside in, but does order really have anything to do with how weapons fire on their own? The beam itself looks gorgeous when it fires (Beam weapon on my newest Orion Destroyer), it just acts a tad wonky here and there.
The United Commonwealth Military and Spootech Industries joint fleet.
[img]http://i97.photobucket.com/albums/l223/SpootKnight/Spootech/av-1.gif[/img]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1854]Spootech Industries - The Third Revision, upgrading to the Fourth Revision.[/url]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2273]How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.[/url]
User avatar
Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Post by Arcalane »

Not that I know of, although Droid mentioned it may have some impact. I doubt it though.
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ
The Arbiter
Lieutenant, Junior Grade
Lieutenant, Junior Grade
Posts: 15
Joined: Thu Aug 28, 2008 12:12 am

Post by The Arbiter »

Anyone know where I can get the ships in the very first post?
Darkship
Captain
Captain
Posts: 365
Joined: Tue Jan 29, 2008 10:19 pm
Location: lawlville

Post by Darkship »

They are not released i don't think.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3979][color=BLACK][b]Assorted Randomness[/b][/color][/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2727][color=Red][b]The Tal'Vorah Fleet[/b][/color][/url]
Spoot Knight
Rear Admiral
Rear Admiral
Posts: 839
Joined: Sun Jan 27, 2008 2:59 pm
Location: In the Vega star system, monitoring UCM defense movement.
Contact:

Post by Spoot Knight »

Even though Arcalane and ChaosTheory have done this before I'm putting up a rendition of eight different beams (One being CT's, unfortunately it didn't come out very well nor did the white beam), using a Shock Beamer, Mega Beam, and Beamer, this results in a very solid looking beam.

Image

I also tried making a black beam and a "Patriot beam" (For lulz) it ended up being an epic fail. :lol:
The United Commonwealth Military and Spootech Industries joint fleet.
[img]http://i97.photobucket.com/albums/l223/SpootKnight/Spootech/av-1.gif[/img]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1854]Spootech Industries - The Third Revision, upgrading to the Fourth Revision.[/url]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2273]How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.[/url]
Shadow Hydra
Lieutenant Commander
Lieutenant Commander
Posts: 83
Joined: Fri Sep 14, 2007 7:27 am

Post by Shadow Hydra »

It reminds me of chaos emeralds...
User avatar
Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Post by Arcalane »

The Arbiter wrote:Anyone know where I can get the ships in the very first post?
The first was just a test, the second a WIP, the third, fourth and fifth are not publically released, and I'm not sure about CT's ships.
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ
FIREST0RM000
Captain
Captain
Posts: 486
Joined: Thu Aug 07, 2008 11:32 pm

Post by FIREST0RM000 »

all I really see here are techniques for main gun sized weapons. are there any cool combos for smaller wepons?
"any problem can be solved with a gratuitous enough use of high explosives" Normandy
Post Reply