Posted: Sun Aug 03, 2008 2:49 am Post subject:
Whoever said PadAircraft needed Ammo was wrong.
Subject description: a little bit anyways.
Ive been playing with a gameplay concept of a strike fighter that utilizes laser weaponry.
So far, Ive come up with 3 major observations.
1) AircraftTypes that behave like Harriers do not need Ammo to attack, however basic nature will cause them to return to airfield once they either reach their destination or their target dies.
2) Any PadAircraft that does not utilize Ammo and is Fighter=yes will continually dart around in relative circular motion and constantly strafes the target. This ends only when the air unit is ordered to stop, dies, or its target dies. This defies previous TS logic where strafing aircraft were only possible by ROT=1 weapons/projectiles. I did not previously believe that Fighter=yes truly overrode so much of the TS flight/combat code.
3) Laser (although technically instant hit via Inviso=yes on the projectile) weapons do properly follow FLH positioning. However other elements of graphical nature have been observed. First, the weapon does not follow facing quite properly. When chasing the target such as an air unit (NPatch, RockPatch post 1.08SE so far) it will fire as it faces. But if the target gets below or slightly behind the aircraft the weapon sometimes can fire in reverse! As if it was OmniFire=yes. Additionally, a prior bug (at least in RP 1.08SE) where when your aircraft attacks another causes the missiles to explode prematurely in flight is resolved by using such weaponry. This is most frequently replicated by causing your fighters to chase another aerial unit with a Flying locomotor. If the fighter fires from behind the target, the missile almost always explodes somewhere between 20% to 60% of the weapons Range=. Any other angle works properly.
One last note I found but is sorta unrelated (and obvious too!), is IsLaser=true weapons have a tendency to cause lag when used in large amounts assuming LaserDuration is greater than 10 frames. QUICK_EDIT
I know all about CurleyShuffle. It's the fact the Fighter=yes overrode so much code. More than just preventing CurleyShuffle. It overrides all of it excepting when the weapon's projectile is ROT=1.
I previously thought it had only worked on ROT=2+ weapons and was used to an extent in landing sequences. Meaning if I had an instant-hit, it would behave more like a helicopter. That is what I thought. Now I know otherwise. QUICK_EDIT
Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Wed Aug 06, 2008 6:16 pm Post subject:
IF you dont want them to explode remove the Ranged=yes from the projectile.
If you have npatch...
...and youre not satisfied Add the primary=AAMaverick with Ranged=no in its projectile
and secondary=Maverick with the normal AG weapon.
NPatch is buggy with the AACombat in its Secondary= thats why the aa weapon should be in primary if possible.
And I have tons of LaserDuration=70 and it work to me.
The SHP animations are the problem Either the anim= in the weapon or the animlist= in the warhead.
A note: Warheads with conventional=yes & Cellspread=greater that 2 DOES CAUSE A LOT OF LAG when shooting on water. Specially the lasers _________________
The effect is re-creatable whether the projectile is Ranged=yes or not.
Ranged= is quite inconsistent. I've observed dozens of re-creatable effects on Ranged=yes. Some of them if slow enough via Speed= will travel across the map even if Ranged=yes. This was on a 6 cell range missile weapon. I have inversely observed several happenings (unrelated to the aircraft bug) where a Ranged=no suddenly self-destructed midflight for no real reason. Its target did not die, it did not hit, it just blew up for no real reason.
I almost refuse to even consider NPatch because of how buggy I heard it is. RP 1.08SE already broke enough functionality of the game (like being unable to load save games). I'm waitin on RP2 aka Ares.
It was the beam tied to LaserDuration. I had warheads tested without an impact animation or the weapon having a firing animation. Still lagged when used in large quantities. QUICK_EDIT
NP isn't any worse than RP1.09 (RPCE) was IMO regarding bugs. It still has issues with a lot of the newer stuff, more to do with the fact VK makes them work, but then moves on to do the next cool feature rather than making the old features customiseable enough to be useful. For example the ion cannon shares one of its anims with the genetic mutator (a shortcut ww took to get it working reusing old code no doubt) making it hard to have anims that look right for both types of weapon given they have different cell spreads by default and greatly reducing their usefulness. QUICK_EDIT
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