Conbadicus wrote:Something must not be right with my game, the balors are at 9km and the missiles are blowing up before they get there...
antoniut wrote:Tweak "lifetime" missile needed?
To clarify: Two mods of mine affect Balor torpedoes:
Miscellaneous OOZ Combat Tweaks (which I usually refer to as MOC-T)
and
Miscellaneous IZ Combat Tweaks (which I usually refer to as MICT)
Both mods have been deployed with a number of optional add-on files which I refer to as supplements. (For example: MICT_supp3 refers to supplement 3 of Miscellaneous IZ Combat Tweaks.)
........
Torpedo
range is increased in
MOC-T_supp3, and torpedo lifetime is also increased in that supplement.
Code: Select all
<replace sel="//missile/@lifetime">201</replace>
<replace sel="//missile/@range">24000</replace>
........
More extensive changes are done in
MICT_supp1, namely:
- Torpedo maximum speed is increased,
- Torpedo acceleration is decreased,
- Torpedo turning/strafing is not changed,
Code: Select all
<replace sel="//acceleration/@forward">30</replace>
<replace sel="//speed/@forward">960</replace>
- More torpedoes are fired per volley,
- Four volleys are fired per reload cycle,
- Damage is reduced to 20,000 from 80,000,
- And reload time is increased to 160 seconds from 40 seconds.
Code: Select all
<!-- Increasing no. of volleys has no effect OOZ. Increasing number of projectiles per volley via swarm acts as a multiplier-->
<replace sel="//ammunition/@value">4</replace>
<replace sel="//missile/@amount">4</replace>
<add sel="//missile" type="@swarm">1</add>
<add sel="//missile" type="@distribute">1</add>
<add sel="//missile" type="@retarget">1</add>
<!--balancing stuff: damage / 4, reload rate * 4. Reduce missile lifetime? Vanilla with the changed acceleration and speed, each missile carries enough fuel to travel 61,440 meters (156% over max range). It uses its extra delta-v to loop around and/or retarget.-->
<replace sel="//explosiondamage/@value">20000</replace>
<replace sel="//ammunition/@reload">160</replace>
........
So if you use the range increase, then lifetime is already increased. If you are not using the range increase, then it fires over the normal 8km range, and should be able to fire normally over that range. (Didn't actually take the time to calculate this, but without the torp tweaks, your Balors are firing vanilla torpedoes which I assume can fire over the range specified.)
........
tl;dr:
just
MOC-T_supp3 = extremely long range, slow torpedoes.
just
MICT_supp1 = lots of fast, relatively short-ranged, more inaccurate torpedoes per barrage; slower refire.
both
MOC-T_supp3 and
MICT_supp1 = lots of extremely long range, more inaccurate, fast torpedoes with slower refire rate.
........
@Conbadicus, one possibility is if you're using MICT_supp1, but
not MOC-T_supp3. If so, it is possible that it will not be able to fire over 8km because of the decreased acceleration. If so, please let me know.
_____
@oliver, Thanks, man.
1) looks good.
2) It should jump to turret range (around 7km, if I remember correctly). Were the I's shields low? If so, it could have been trying to escape.
3) Against fighters, MICT capships should jump/boost/move to ~3,500 meters with some error due to captain skill:
Code: Select all
<set_value name="$MICT_MaxShortAimDist" exact="3500m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
<set_value name="$MICT_MinShortAimDist" exact="3500m * (0.25f * (1.0f + (2.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
They'll try to stay away only if shields are low.
........
Jump is preferred if:
the ship has a working jump drive,
it's trying to move to a point at least 15,000m away,
and it's been at least 10 seconds since the last tactical jump.
........
If one of the conditions above is not fulfilled, a ship will boost if:
the ship has working boost engines,
and it's trying to move to a point more than 5,000m away.
........
Otherwise, it will use normal engines and try to crawl to where it's going. (Almost only used if a ship is station keeping and is already at its desired range.)
_____
Hope that helps clear some things up. If there's
anything that is not clear, or if what I just posted made something more confusing, please let me know.