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Questions on weapons in vegastrike

Posted: Mon Sep 24, 2007 6:14 pm
by Beowulf
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?

Re: Questions on weapons in vegastrike

Posted: Wed Oct 03, 2007 4:37 pm
by jackS
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?
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.

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.

Re: Questions on weapons in vegastrike

Posted: Sun Oct 07, 2007 4:46 pm
by Beowulf
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.
so the max rate of fire is the simulation atom mentioned during initialization of the engine?
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.
Is this something hardcoded in the C++ core or scripted in python?
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.
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...
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.
What does disabling damage do? Knock out a ship without destroying it? Does this effect ignore shields?

Re: Questions on weapons in vegastrike

Posted: Mon Sep 01, 2008 7:38 am
by TBeholder
Beowulf wrote:
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.
Is this something hardcoded in the C++ core or scripted in python?
Combination of tables and XML “scriptsâ€