Not to mention fighters have a proper role instead of M2 killing machines the size of an annoying gnat

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You get dimnishing returns on the scaling ifpaulwheeler wrote:I have been testing bullet rapid box sizes down to about 0.002, but the more I test, the more I think that past a certain size (about 0.05) the rapid box doesn't really seem to make much difference.
Code: Select all
r msl r bullet % change from previous
100 100 100,0
100 95 95,1 4,9
100 90 90,3 4,8
100 85 85,6 4,7
100 80 81,0 4,6
100 75 76,6 4,4
100 70 72,3 4,3
100 65 68,1 4,2
100 60 64,0 4,1
100 55 60,1 3,9
100 50 56,3 3,8
100 45 52,6 3,7
100 40 49,0 3,6
100 35 45,6 3,4
100 30 42,3 3,3
100 25 39,1 3,2
100 20 36,0 3,1
100 15 33,1 2,9
100 10 30,3 2,8
100 5 27,6 2,7
100 0 25,0 2,6
50 25 14,1
45 25 12.2
An idea to eliminate any messiness with ship loadouts:Gazz wrote:A lot easier that way than messing around with ship AI, jobs, default loadouts...
The loadouts would require some thought, though, because a ship would be unable to do missile defense without having at least a few PDL on board.
Yah, it avoids a crapload of issues that I had back in the Racial Laser Mod.Roger L.S. Griffiths wrote:Like the idea of the zero cargo/zero value PDL
IMO, trash the Cluster Flak.Roger L.S. Griffiths wrote:What SG_LASER_... group would you plan to use?
Explained in some posts on the previous page.paulwheeler wrote:but aren't we trying to avoid complicated scripting methods? Adding a new weapon just to take out missiles seems to me to be a convoluted approach to this. Don't forget you'll have to add forges for the weapon, places to sell it, etc. I would rather go down the path of trying to balance weapon accuracy against missile size. It may take a bit of trial and error, but at least once its done its done.
Regular turret instructions can only "aim" at objects that are within 10 km.Sartorie wrote:the Torus turrets are actually supposed to use both, real laser shooting at you and scripting direct damage ... but I think the real shooting is slightly bugged ;)
It's really not that bad if the laser has decent turning speed.Sartorie wrote:I like the idea of point defenses in general but with the limited turrets available the turn speed could become an issue with swapping weapons to fire one shot at a missile and then turn back
The problem with that (if it works at all - not sure if the engine will behave as expected with multiple bits set in that flag) is that you could end up with the Vanilla MCSI equipment automatic selection equiping PDLs in cases when you really want the other weapons.Gazz wrote:A PDL could even be added to several lasers in the compatibility mask, such as IRE + FAA + CFAA.
That way all turrets that are supposed to do missile defense, can do so.
TCockpits.txt does not need to be modded at all, increasing compatibility.