Hi,
I have a few questions about weapons in vegastrike:
1. What is the maximum rate of fire that the engine can simulate? The refire time I found in weapon_list.xml was .001 which equates to 1000 shots per second but how much more is possible?
2. The AI contiues to fire it's guns even though it's energy reserves are depleted instead of just waiting a few seconds until they have recharged so it could fire another burst. Is it supposed to be that way? Wouldn't it be better to have the AI wait that short period of time?
3. Is it possible to set up a dispersion pattern for guns? The M61 cannon that most american fighter jets use has a dispersion pattern that makes 80% of the shots hit inside a 1.8 m circle at a distance of 300 m, so you can effectively use it the way you would use a shotgun.
4. What does a negative damage rate do?
Questions on weapons in vegastrike
Moderators: Omega, tillias, Mod Contributor
-
- Mercenary
- Posts: 121
- Joined: Thu Jan 15, 2004 5:42 pm
Questions on weapons in vegastrike
"History is on the move, Captain. Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way, will not watch at all."
Grand Admiral Thrawn
Grand Admiral Thrawn
-
- Minister of Information
- Posts: 1895
- Joined: Fri Jan 31, 2003 9:40 pm
- Location: The land of tenure (and diaper changes)
Re: Questions on weapons in vegastrike
1: Max (meaningful) rate of fire is 1 shot per physics frame, so it depends on how fast your machine setting is in the config In general, it's probably best to not set the refire rate too remarkably high (more stuff to simulate/check for collisions) and adjust the damage and graphical representation (draw more streaks) if one wants to consider weapons that fire more than once per frame.Beowulf wrote:Hi,
I have a few questions about weapons in vegastrike:
1. What is the maximum rate of fire that the engine can simulate? The refire time I found in weapon_list.xml was .001 which equates to 1000 shots per second but how much more is possible?
2. The AI contiues to fire it's guns even though it's energy reserves are depleted instead of just waiting a few seconds until they have recharged so it could fire another burst. Is it supposed to be that way? Wouldn't it be better to have the AI wait that short period of time?
3. Is it possible to set up a dispersion pattern for guns? The M61 cannon that most american fighter jets use has a dispersion pattern that makes 80% of the shots hit inside a 1.8 m circle at a distance of 300 m, so you can effectively use it the way you would use a shotgun.
4. What does a negative damage rate do?
2: AI not the brightest pilot. "Supposed to be that way" is a bit on the strong side, but it's not something we're likely to be fixing soon.
3: Nope. You could set up a dispersion pattern among multiple guns by pointing them at slightly different angles, but that's all at the moment.
4: Depends. Sign on damage is a flag for damage type. If both phase and normal damage are negative, that means it's disabling damage. If one is negative and the other positive, then it's either a tractor or a repulsor.
-
- Mercenary
- Posts: 121
- Joined: Thu Jan 15, 2004 5:42 pm
Re: Questions on weapons in vegastrike
so the max rate of fire is the simulation atom mentioned during initialization of the engine?jackS wrote: 1: Max (meaningful) rate of fire is 1 shot per physics frame, so it depends on how fast your machine setting is in the config In general, it's probably best to not set the refire rate too remarkably high (more stuff to simulate/check for collisions) and adjust the damage and graphical representation (draw more streaks) if one wants to consider weapons that fire more than once per frame.
Is this something hardcoded in the C++ core or scripted in python?2: AI not the brightest pilot. "Supposed to be that way" is a bit on the strong side, but it's not something we're likely to be fixing soon.
I think such a feature would make sense, but as always there would have to be somebody who is able and willing to implement it...3: Nope. You could set up a dispersion pattern among multiple guns by pointing them at slightly different angles, but that's all at the moment.
What does disabling damage do? Knock out a ship without destroying it? Does this effect ignore shields?4: Depends. Sign on damage is a flag for damage type. If both phase and normal damage are negative, that means it's disabling damage. If one is negative and the other positive, then it's either a tractor or a repulsor.
"History is on the move, Captain. Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way, will not watch at all."
Grand Admiral Thrawn
Grand Admiral Thrawn
-
- Elite Venturer
- Posts: 753
- Joined: Sat Apr 15, 2006 2:40 am
- Location: chthonic safety
Re: Questions on weapons in vegastrike
Combination of tables and XML “scriptsâ€Beowulf wrote:Is this something hardcoded in the C++ core or scripted in python?2: AI not the brightest pilot. "Supposed to be that way" is a bit on the strong side, but it's not something we're likely to be fixing soon.
"Two Eyes Good, Eleven Eyes Better." -Michele Carter