(outdated) Advanced Weapon Customizing Techniques
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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.
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
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 ^^"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.
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 ^^
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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...
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
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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.
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.
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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
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.
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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?
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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.
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[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]
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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.

I also tried making a black beam and a "Patriot beam" (For lulz) it ended up being an epic fail.

I also tried making a black beam and a "Patriot beam" (For lulz) it ended up being an epic fail.

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]
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[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]
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