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PostPosted: Mon Feb 02, 2009 9:52 am 
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This thread is for discussion related to New features documentation - suggestions on what to add, what to change, etc.

Do not post 'how to' questions in this thread. Post them in Shipmaking Q&A thread instead.


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PostPosted: Mon Feb 02, 2009 8:44 pm 
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Ensign
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In the Weapon Linking section it is not clear exactly what values are taken from the Link Parent (reload time, Deviation, Range, Duration, burst) or if those values must be set individually.


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PostPosted: Tue Feb 03, 2009 12:14 am 
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Quote:
Frames elapsed (self) - Will trigger when a set number of frames has elapsed after its been triggered off (if its set for trigger on) or triggered on (if its set to trigger off).


Should be:

Frames elapsed (self) - Will trigger when a set number of frames has elapsed after its been triggered off (if its set for trigger on) or triggered on (if its set for trigger off).


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PostPosted: Tue Feb 03, 2009 5:46 am 
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Captain
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Just want to say thanks for putting forth all this extra effort. I've read through most of the more complicated features, and it seems pretty thorough. The only suggestion I have to offer (and this is more of a long term thing) would be examples/screenshots. Being able to see how the drivers/sections/turrets/etc. should be arranged would be quite helpful. It'd also be nice to see how to set up some of the more complex effects to get a certain result. I'm looking at some of this stuff and thinking "what could this possibly be used for?"


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PostPosted: Tue Feb 03, 2009 6:29 am 
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Youll have to depend on the community with that. We just implement cool stuff and tell you how to use it. Coming up with new ways to use it and sharing them is up to you guys :wink:


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PostPosted: Tue Feb 03, 2009 9:04 am 
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FOOLISH SAMURAI
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RedWing wrote:
In the Weapon Linking section it is not clear exactly what values are taken from the Link Parent (reload time, Deviation, Range, Duration, burst) or if those values must be set individually.


The child weapon uses it's own deviation/range/burst/damage but it uses the parent's reload/mag/refire.

Basically what happens is that each time the parent says "FIRE" the children do so. Instantly. Regardless of their reload/mag/refire settings (you should set these all to 1 to avoid bugs on that note) too. It's like force fire in a way.

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PostPosted: Tue Feb 03, 2009 5:37 pm 
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Arcalane wrote:
RedWing wrote:
In the Weapon Linking section it is not clear exactly what values are taken from the Link Parent (reload time, Deviation, Range, Duration, burst) or if those values must be set individually.


The child weapon uses it's own deviation/range/burst/damage but it uses the parent's reload/mag/refire.

Basically what happens is that each time the parent says "FIRE" the children do so. Instantly. Regardless of their reload/mag/refire settings (you should set these all to 1 to avoid bugs on that note) too. It's like force fire in a way.


Apparently the child turret must have a reload time equal or greater than link delay for the proper delay timing to work from my testing


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