pulsar mines?

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polyopulis
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pulsar mines?

Post by polyopulis »

how do you make pulsar mines? i have got it almost perfect except that the mines never disappear... halp pl0x :?

also, how do you make them into a uniform ball without using 1000 friction?
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Post by Auriak »

To make the mines disappear, just ram ships into them :lol: . Or you could lessen the range I suppose.

Also, you could set the deviation of the pulsars to 360 and the spread to 0, but the ball will never be totally uniform because each pulsar chooses a random direction in which to travel.
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Bad Boy
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Post by Bad Boy »

Although I know this isn't helpful, tachyons work a lot better. You simply set the bullet speed, wander, and turning to zero and the lifetime to a very high number, and there you have it, a nice, easy to use mine. If you want it manually controlled, lower the range. If not, give it 360 degree fire and a high range.
osilus
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Post by osilus »

Okay you want a pulsar ball?
Well okay, one way is to first set spread and deviation to 0, then set acceleration delay to 1, then accel and maxspeed to desired setting and it hsould be a ball

Note: at low speeds it may enlongate.

The next way will keep the ball together better, again spread and deviation to 0, friction to 5 or so, accel delay to lets say 10 then again set accel and speed to how you please.

Examples:
V1: weapon|Pulsar|45|0|15|-1|-1|-1|-1|0|-1|Energy ball V1|-1|-1|0|0|1|5|5|1|1

V2: weapon|Pulsar|45|0|15|-1|-1|-1|-1|0|-1|Energy ball V2|-1|-1|0|5|10|10|5|1|1


To get those copy the string of numbers, then go into ship editor, spawn a pulsar, select it and press E.

For a mine just do as I said for the second way except without any speed or accel.
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Post by Royace »

osilus wrote:Okay you want a pulsar ball?
Well okay, one way is to first set spread and deviation to 0, then set acceleration delay to 1, then accel and maxspeed to desired setting and it hsould be a ball

Note: at low speeds it may enlongate.

The next way will keep the ball together better, again spread and deviation to 0, friction to 5 or so, accel delay to lets say 10 then again set accel and speed to how you please.

Examples:
V1: weapon|Pulsar|45|0|15|-1|-1|-1|-1|0|-1|Energy ball V1|-1|-1|0|0|1|5|5|1|1

V2: weapon|Pulsar|45|0|15|-1|-1|-1|-1|0|-1|Energy ball V2|-1|-1|0|5|10|10|5|1|1


To get those copy the string of numbers, then go into ship editor, spawn a pulsar, select it and press E.

For a mine just do as I said for the second way except without any speed or accel.

What do you do with the weapon|Pulsar|45|0|15|-1|-1|-1|-1|0|-1|Energy ball V2|-1|-1|0|5|10|10|5|1|1?
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Post by Master Chief »

Bad Boy wrote:Although I know this isn't helpful, tachyons work a lot better. You simply set the bullet speed, wander, and turning to zero and the lifetime to a very high number, and there you have it, a nice, easy to use mine. If you want it manually controlled, lower the range. If not, give it 360 degree fire and a high range.
Yeah...problem is, tachyons remain there even though they've already PASSED THROUGH the ship...

So I guess my minelayers will go with modded pulsars, then.
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Post by TheBlueEcho »

Master Chief wrote:
Bad Boy wrote:Although I know this isn't helpful, tachyons work a lot better. You simply set the bullet speed, wander, and turning to zero and the lifetime to a very high number, and there you have it, a nice, easy to use mine. If you want it manually controlled, lower the range. If not, give it 360 degree fire and a high range.
Yeah...problem is, tachyons remain there even though they've already PASSED THROUGH the ship...
So then it wouldn't be a mine, but more like a Disrupter Field or Pulse.
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Post by Master Chief »

TheBlueEcho wrote:
Master Chief wrote:
Bad Boy wrote:Although I know this isn't helpful, tachyons work a lot better. You simply set the bullet speed, wander, and turning to zero and the lifetime to a very high number, and there you have it, a nice, easy to use mine. If you want it manually controlled, lower the range. If not, give it 360 degree fire and a high range.
Yeah...problem is, tachyons remain there even though they've already PASSED THROUGH the ship...
So then it wouldn't be a mine, but more like a Disrupter Field or Pulse.
Yup...but even then, Disrupter Fields or Pulses shouldn't be able to last so long...
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Post by Arcalane »

Royace wrote:What do you do with the weapon|Pulsar|45|0|15|-1|-1|-1|-1|0|-1|Energy ball V2|-1|-1|0|5|10|10|5|1|1?
Read the goddamn post. He actually told you what to do. You have no excuse. :roll:
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Post by TheBlueEcho »

Master Chief wrote:Yup...but even then, Disrupter Fields or Pulses shouldn't be able to last so long...
That is why we have 'range' and 'lifetime' controls. the only thing that would interfere would be that you can't have a burst like effect like the Pulsars have, where they stop after a said distance.
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Post by Royace »

Arcalane wrote:
Royace wrote:What do you do with the weapon|Pulsar|45|0|15|-1|-1|-1|-1|0|-1|Energy ball V2|-1|-1|0|5|10|10|5|1|1?
Read the goddamn post. He actually told you what to do. You have no excuse. :roll:
i know that!
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Post by Bad Boy »

Yeah...problem is, tachyons remain there even though they've already PASSED THROUGH the ship...
So then it wouldn't be a mine, but more like a Disrupter Field or Pulse.
Actually no, they disappear after they hit the ship, however, what's weird is that after a while, they become small and don't do damage.
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Post by Malahite »

Bad Boy wrote:
Yeah...problem is, tachyons remain there even though they've already PASSED THROUGH the ship...
So then it wouldn't be a mine, but more like a Disrupter Field or Pulse.
Actually no, they disappear after they hit the ship, however, what's weird is that after a while, they become small and don't do damage.
Hmm... isn't that a 'feature' of that weapon type? I don't use them often, but it might be that with passed distance/time they fade away due to game mechanics

By the way, could someone PM me, how to proper set Aegis protected segments? [how to link an Aegis to a ship section]
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Post by Bad Boy »

No, I set the lifetime to an hour, so they don't actually disappear for I guess an hour (I've never played the game that long in one sitting), but after a while (not sure how long), they get smaller and don't do any damage.
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Post by Malahite »

In game limited damage lifetime?
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