Hey modding experts,
the fragmentation bomb launcher (FBL) and the cluster flak (CFA) are broken in that the bullets created by the fragmentation property don't do any damage. I was wondering if it is possible to fix that.
I was doing some fiddeling around myself to see what I can do with my limited knowledge but I got no results. I thought that maybe it is a hit detection problem like the missile bug where already launched missiles become near unhittable after loading a save. The missile bug can be circumvented by making the projectiles larger or using area weapons.
So to fix the FBL I tried giving the fragmentation bullet the area flag (didn't work, but looked quite nice), used the plasma burst generator bullet as the fragmentation bullet (didn't work, you get a really nice firework) and the ion disruptor bullet as the fragmentation bullet (that did nothing, just the zap visual at my cockpit).
So maybe some problem diagnistics is possible from this, but now the true question is, is it possible to do anything about it? Is it possible to edit the files that are responsible?
My knowledge to modding X3 is limited to using the X3 editor to edit the contents of the .cat files. Can any of the pro modders offer assistance?
Thanks,
Brokkoli
Question to ask the experts: FBL/CFA fix possible?
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 15
- Joined: Fri, 11. Oct 13, 21:50
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
afaik the problem is that the Area effect of those is done via hardcode, its not the bullet itself which causes this effect -> there is probably nothing modders can do about it (if someone knows better he may correct me)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
There is nothing wrong with FBL and CFA (other than perhaps their descriptions in the encyclopedia). They work like any other bullet. The fancy explosion effects are just for looks.
Last edited by DrBullwinkle on Wed, 23. Apr 14, 00:22, edited 1 time in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
-
- Posts: 15
- Joined: Fri, 11. Oct 13, 21:50
Dr. Bullwinkle, I think you have modifier your FBL speed yourself. There is no change to FBL speed in the official Egosoft files. The newest TBullets.pck is in 02.cat, and that has a FBL bullet speed of 359 m/s.
The bullet itself is not broken, just the "fragmentation" flag. Right now it just adds visuals. But the intention of Egosoft was (I believe) to have the fragments do damage. They have damage values after all and the damage is included in OOS calculation. But IS this feature is not working, the fragments do no damage.
The FBL and CFA were intended to do area damage (kinda) at the end of their bullet range. I like that idea and would like to get it working. A new weapon mechanic adds to a more interesting gameplay.
The bullet itself is not broken, just the "fragmentation" flag. Right now it just adds visuals. But the intention of Egosoft was (I believe) to have the fragments do damage. They have damage values after all and the damage is included in OOS calculation. But IS this feature is not working, the fragments do no damage.
The FBL and CFA were intended to do area damage (kinda) at the end of their bullet range. I like that idea and would like to get it working. A new weapon mechanic adds to a more interesting gameplay.
-
- Posts: 1379
- Joined: Fri, 21. Mar 14, 20:51
... to make FBL / CFA more "useful" (@ least "in sector") you have to reduce the speed & lifetime of the fragments
(in TBullets)
// another option is to increase the number of created frragments
=> that would cause a smaller area affected by those fragments
=> that would cause higher chances to hit nearby ships

// another option is to increase the number of created frragments
=> that would cause a smaller area affected by those fragments
=> that would cause higher chances to hit nearby ships
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
-
- Posts: 15
- Joined: Fri, 11. Oct 13, 21:50