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Author Topic: Ugh...(Mod problems)  (Read 1528 times)
Sandtrooper
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« on: August 17, 2009, 11:50:56 PM »

Ya I'm getting a 'lil pissed off at SF for not making missiles work the way they should be....

Here's what I'm trying to do:

Get Concussion Missiles & Proton Torpedos to track targets (using the SMART missile params). (Yes I'm working on a Star Wars mod after being lazy for 5 months to render the starfighters)

End result: They go straight, not even tracking, but they do hit the intended target, as they zip by any other ship if they are aimed properly (at close/point blank range). I had set tracking and seek range to high levels but to no avail.

Unintended side-effect: Any attempt at Laser Defense (or by torps) on these usually propel the missile off course until projectile's lifetime has expired, I'm in the process of removing any laser except for the Death Star superlaser.
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« Reply #1 on: August 18, 2009, 01:02:54 AM »

Ya I'm getting a 'lil pissed off at SF for not making missiles work the way they should be....

Here's what I'm trying to do:

Get Concussion Missiles & Proton Torpedos to track targets (using the SMART missile params). (Yes I'm working on a Star Wars mod after being lazy for 5 months to render the starfighters)

End result: They go straight, not even tracking, but they do hit the intended target, as they zip by any other ship if they are aimed properly (at close/point blank range). I had set tracking and seek range to high levels but to no avail.

Unintended side-effect: Any attempt at Laser Defense (or by torps) on these usually propel the missile off course until projectile's lifetime has expired, I'm in the process of removing any laser except for the Death Star superlaser.

Probably something bad/wierd in your missile design of modules. Send me them I'll check.
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Sandtrooper
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« Reply #2 on: August 18, 2009, 01:40:16 PM »

Ya I'll get the file up in a sec.
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« Reply #3 on: August 18, 2009, 03:16:06 PM »

Oh, I get it with lasers/etc. It's because theres not enough power when you fire/causes issues.

You need to increase

   [race]  MissileBatt      1     2  2         7500      none        none   fuel*110                     [nr]8005

   [race]  MissileBatt      1     2  10         7500      none        none   fuel*110                     [nr]8005

The more power you use (Bigger modules on the missile) you need a larger power supply. Nothing extreme else it will never lose fuel for some reason (I believe its' been fuel * power for max fuel but in this case it might not be like that).

But if you look at your missiles, they have 0 power, thus they can't turn, (Because the modules would be inoperative). I'm guessing if you can find a propre value you can get 'fancy' and have it lose power too (Making like a homing missile for a couple seconds then stopping), but who knows. Not interested atm since its so wierd.

Increase this. The reason why stuff propells it away (like torps) is because it torps/etc can move/destroy missiles , and its alot more apparent because the missile doesn't try to relock the target or adjust because there is no power. It's basicly like you getting hit with a rapid 2 for example and the velocity pushes you Wink

Make sure you have enough power for your missiles. In the future ill make modules you can only 'use' in missiles by toggling a switch but for now this is fine Tongue

0 power as in depleated power since the usage of the 3 modules attached to the missiles use a larger then '2' amount of power. Just remember that missiles are similar to 'ships' and require power to turn/sensors/etc.
« Last Edit: August 18, 2009, 03:23:05 PM by NiteHawk » Report to moderator   Logged

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« Reply #4 on: August 19, 2009, 05:40:41 PM »

As I told you in MSN, they work properly now...

'cept now I need you to do your MS Paint magic on some of the fighters as most of the Rebels go monochrome on angles, and the Bomber still has leftover black area after I tried my shot at MS Paint magic.

(and possibly a crapload of bigger ships with 72x sizes because the game is so bitchy on sizes, its like you're forced to use it's original scale on the stock ships)
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« Reply #5 on: August 20, 2009, 01:17:44 AM »

As I told you in MSN, they work properly now...

'cept now I need you to do your MS Paint magic on some of the fighters as most of the Rebels go monochrome on angles, and the Bomber still has leftover black area after I tried my shot at MS Paint magic.

(and possibly a crapload of bigger ships with 72x sizes because the game is so bitchy on sizes, its like you're forced to use it's original scale on the stock ships)

Have to see, send em over. The game should be differ with any size, the image system for this is picky. Unfortunatly.
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« Reply #6 on: August 21, 2009, 06:26:13 PM »

I sent you the files a bit of a while ago, I hope you got them...
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« Reply #7 on: September 02, 2009, 02:20:47 AM »

I had this problem before, and yes, if the fuel cell can't supply enough power to operate whatever systems it has, they won't work.
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