Turrets on Goddard?

Post your best tactics and strategies for getting the big bux in Vega Strike
Post Reply
-REBEL3-
Bounty Hunter
Bounty Hunter
Posts: 132
Joined: Sun Nov 01, 2009 2:43 am
Location: Alaska

Turrets on Goddard?

Post by -REBEL3- »

I've been using a Goddard for a while now, and racked up a bunch of kills with it. However, in my last engagement against a fleet of Teslas and other Goddards (with a few Rlann capships in the mix as well) :mrgreen: , I lost a turret. Instead of a nice powerful PD turret, I now have a "destroyed_blank." I've tried selling the "destroyed_blank", and mounting a new turret over it. When I tried the latter, my computer told me that my ship's frame does not support that, and would I still like to buy it?

My question-does anyone know of any way to remove the "destroyed_blank," (the destroyed turret) and to replace it with another turret? I'm on a Mac running OSX. I'm using Vega Strike 0.50
athomic1
Bounty Hunter
Bounty Hunter
Posts: 137
Joined: Wed Apr 08, 2009 6:07 am

Re: Turrets on Goddard?

Post by athomic1 »

(shouldn't even be jumping in on this, since I won't be able to get back on 'til next week, but...)

This is a new one. I've NEVER heard anyone mention losing a turret before! I'm sure it's happened, but this is the first time I've seen it mentioned anywhere on this forum!

I haven't messed around a lot with turrets, although I think I actually swapped one out in an experiment with my Mule. I believe most mounts will only match certain models or kinds of turret. That's basically what the game's telling you when it says your ship's frame doesn't support the turret you're trying to buy. I don't know what would happen if you told it to go ahead; you might just want to try it.

One thing I'm not clear from what you're saying: can you actually sell the "destroyed_blank" turret, or otherwise get rid of it, whether or not you try to buy a replacement? As long as you can do that, you should at least have the mount free for a replacement, wherever you can find one that will match. I see the model the Goddard typically mounts is called "Turret Pd Long", or turretpdlong in the mount list. Your best bet is to find that specific model somewhere, probably at a Confed or allied Starfortress, though some of the heavier capships might have one for sale. Outside of that, I'm not sure what else would fit. There might be some clue in units.csv, but I don't have time to check that right now.

Anyone else?
-REBEL3-
Bounty Hunter
Bounty Hunter
Posts: 132
Joined: Sun Nov 01, 2009 2:43 am
Location: Alaska

Re: Turrets on Goddard?

Post by -REBEL3- »

I've tried selling the "destroyed_blank," but I receive the message that "you don't have exactly what you want to sell. Continue?"
I've tried continuing, but nothing happens. Likewise, if I try buying another Turret Pd Long (or any other turret), I can't. Nothing happens. I don't have any credits deducted, and I receive no turret.
eracc
Bounty Hunter
Bounty Hunter
Posts: 167
Joined: Mon Nov 28, 2005 8:24 pm
Location: TN, USA
Contact:

Re: Turrets on Goddard?

Post by eracc »

This is an old problem. The only way I have ever found to "solve" this is to:
  • Sell off all my Goddard upgades
    Sell the Goddard with the destroyed turret
    Buy a new Goddard
    Buy back all the upgrades
    Rinse and repeat the next time it happens
I would hope that some day this will be fixed where a destroyed turret could be repaired or replaced. I actually hoped it was fixed in 0.5.0. It appears that was a forlorn hope based on the information in this thread. :(
http://www.eracc.com/ - Linux, Unix, eComStation (Get rid of proprietary Microsoft and Apple!)
Custom Built, Preloaded PCs, Workstations and Servers - Business, Home and Gamer systems
My custom built Linux Gamer/Personal/Business box: Mageia Linux on - ASUS M4A78, 4GB RAM (Linux "sees" 3.2 GB with a 32-bit kernel), AMD Phenom Quad-core @ 2.6GHz, Radeon X1650 Pro PCIe, "sda" 250GB WD2500AAKS-0, "sdb" 150GB WD1500ADFD-0 (Raptor), "sdc" 150GB WD1500ADFD-0 (Raptor), "sdd" 500GB ST3500418AS, "xfs" file system on all but the / partition which is using "ext4".
-REBEL3-
Bounty Hunter
Bounty Hunter
Posts: 132
Joined: Sun Nov 01, 2009 2:43 am
Location: Alaska

Re: Turrets on Goddard?

Post by -REBEL3- »

Out of curiosity, how might one fix destroyed turrets on a capship (like a Tesla?) I suspect mine might be missing some turrets, but, since you can't buy them, how would you fix them? :?
Genghis Prawn
Hunter
Hunter
Posts: 75
Joined: Mon Oct 13, 2008 5:03 am
Location: Massachusetts, USA
Contact:

Re: Turrets on Goddard?

Post by Genghis Prawn »

If turrets could be repaired . .

I imagine that the procedure for repairing turrets would/should be the same as repairing other parts of the ship. In the Starship upgrade screen there should be a black colored entry like for other damaged sections and it should be listed under 'damaged'. From there you can click on it then click 'fix'. Repopulating it with a weapon could be a different thing . . probably depending on the damage taken to it. Sometimes the weapon could be repaired like the weapons on hardpoints other times it would be damaged beyond repair and need to be replaced.

I have noticed that on a number of milspec vessels when i repair the milspec/package most if not all of the relevant damage is repaired. That not repaired with the milspec package is often repaired with the 'basic repair' option (i.e. hull breaches, etc.). And sometimes if I click the basic repair first it fixes the milspec package for a much lower price then fixing the milspec package directly.
athomic1
Bounty Hunter
Bounty Hunter
Posts: 137
Joined: Wed Apr 08, 2009 6:07 am

Re: Turrets on Goddard?

Post by athomic1 »

Theoretically, GP's right. You SHOULD be able to select the damaged turrent and get a "FIX" button. You actually HAVE to fix damaged components before you can sell them off. However, this sounds like the component was not simply marked damaged, but actually replaced with a completely different component, one the game won't just let you sell off or get rid of...

You MIGHT be able to 'fix' the problem by editing the save file for the ship. It's not your main save file, but a secondary one that VS maintains for each individual ship. Here's how they're laid out in my ~/.vegastrike directory:
  • ~/.vegastrike/save/<savename>
  • ~/.vegastrike/serialized_xml/<savename>/<shipcode>
So, for each of your regular save files, the game keeps track of all your ships in a separate directory with the same name as the saved game. (Say that three times fast! :mrgreen: ) There's a file for each ship, named according to its designation, like "Llama.begin.csv", or "Goddard.milspec.csv". The "csv" extension indicates a comma delimited file, which is just what these are, and man, there a LOT of comma-delimited fields in there! :shock:

It's almost pointless to try to describe the full format, but according to the header, there are a couple of fields, named "Mounts" and "Sub_Units," right next to each other. If you look on the data line (There are only two lines in this file, but they're each so long, they wrap around at least a dozen times each, it seems), you should eventually find the names of your weapons. Those are stored between double quotes as a set of bracketed, semicolon-delimited records, identifying each weapon along with its mount characteristics, which I believe include its proper placement and orientation on the ship. Yes, that's about as ugly as it sounds. Here's the complete list for my Goddard:

Code: Select all

"{AdvTorpedo;8;800;HEAVY-MISSILE AUTOTRACKING ;1.000000;-2.000000;7.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{AdvTorpedo;8;800;HEAVY-MISSILE AUTOTRACKING ;-1.000000;-2.000000;7.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{AdvTorpedo;8;800;HEAVY-MISSILE AUTOTRACKING ;1.000000;-2.000000;-1.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{AdvTorpedo;8;800;HEAVY-MISSILE AUTOTRACKING ;-1.000000;-2.000000;-1.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{IonBurster;10000;5;LIGHT AUTOTRACKING ;12.500000;0.100000;0.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{IonBurster;10000;5;LIGHT AUTOTRACKING ;-12.500000;0.100000;0.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{IonBurster;10000;5;LIGHT AUTOTRACKING ;12.500000;-0.100000;0.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{IonBurster;10000;5;LIGHT AUTOTRACKING ;-12.500000;-0.100000;0.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Razor;478;5;LIGHT MEDIUM AUTOTRACKING ;-2.000000;0.000000;12.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Razor;478;5;LIGHT MEDIUM AUTOTRACKING ;2.000000;-0.000000;12.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Jackhammer;600;30;MEDIUM HEAVY AUTOTRACKING ;0.100000;-2.000000;13.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Jackhammer;600;30;MEDIUM HEAVY AUTOTRACKING ;0.100000;-2.000000;13.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{KtekBeam;-1;30;MEDIUM HEAVY AUTOTRACKING ;0.100000;-2.000000;13.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{FriendOrFoe;6;80;LIGHT-MISSILE MEDIUM-MISSILE ;4.100000;0.000000;-3.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{FriendOrFoe;6;80;LIGHT-MISSILE MEDIUM-MISSILE ;3.900000;0.000000;-3.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{FriendOrFoe;6;80;LIGHT-MISSILE MEDIUM-MISSILE ;-4.100000;0.000000;-3.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{FriendOrFoe;6;80;LIGHT-MISSILE MEDIUM-MISSILE ;-3.900000;0.000000;-3.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{FriendOrFoe;6;80;LIGHT-MISSILE MEDIUM-MISSILE AUTOTRACKING ;8.100000;0.000000;-3.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{FriendOrFoe;6;80;LIGHT-MISSILE MEDIUM-MISSILE AUTOTRACKING ;7.900000;0.000000;-3.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Dumbfire;80;80;LIGHT-MISSILE MEDIUM-MISSILE AUTOTRACKING ;-8.100000;0.000000;-3.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Dumbfire;80;80;LIGHT-MISSILE MEDIUM-MISSILE AUTOTRACKING ;-7.900000;0.000000;-3.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}"
Pretty frightening, huh? But, WAIT!!! It gets better!

Actually, it's not bad at all, by comparison. :mrgreen: Assuming your ship supports turrets, their mounts are stored in the next field, using the same format. Fortunately, not many ships have more than a couple of these. (Most have none at all, of course) Again, my Goddard:

Code: Select all

"{turretpdlong;0.000000;2.200000;4.500000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;180.000000}{turretpdlong;0.000000;-4.050000;10.000000;0.000000;0.000000;1.000000;0.000000;-1.000000;0.000000;180.000000}"
If you haven't guessed by now, this is where you want to look in your own ship's save file. I imagine you'll find a "destroyed_blank" in place of one of those "turretpdlong"s. Just change it back, and that might be all you need to get a fully function turret back! Of course, if you want to be "honest" about it, you could change it to whatever represents an empty turret mount (not sure what that is, off the top of my head), then go looking for that replacement.

Whatever you do, I suggest you create a completely new save to work with, if you plan to try this.

Let us know how it turns out, eh? :mrgreen:
-REBEL3-
Bounty Hunter
Bounty Hunter
Posts: 132
Joined: Sun Nov 01, 2009 2:43 am
Location: Alaska

Re: Turrets on Goddard?

Post by -REBEL3- »

It worked! Yay! I now have my old turret back.

However, it was never powerful enough. I'm going to try swapping it for a heavy capship turret. I'll let you know how it turns out.

~EDIT: I swapped the turret for a {turret_capship_dreadnaughtblend. It created a weird metal cube on the turret mount of my ship. The turret did nothing. Am going to look at other turrets.

~EDIT: Swapped the turret for a {aeraturretLR_heavy. It seems to have worked (and by worked I mean can kill just about any non-capship in just a few shots). Tesla stomping time! :mrgreen:

Another question-I've been trying to reduce the inertial movement and general mass of my Leonidas. I've tried lowering the "inertial movement" and "mass" in my ship xml file (I opened it in Excel), but it didn't seem to do anything. Ideas? :shock:
athomic1
Bounty Hunter
Bounty Hunter
Posts: 137
Joined: Wed Apr 08, 2009 6:07 am

Re: Turrets on Goddard?

Post by athomic1 »

-REBEL3- wrote:It worked! Yay! I now have my old turret back.
Well, whaddyaknow! I actually had something useful to offer! :D

So, how did you swap out the turrets afterward? In game, selling/buying your upgrades at the stations? Or just hacking the files some more?

As for reducing your Leonidas' mass, I don't really know. Here's a question, though: is the ship xml file you edited the same one I suggested for the turrets? That's what I would expect the game to use for all the ship-based calculations, rather than a global file. Keep in mind, though, it's not simply a matter of one value. Your ship's effective mass is calculated from its base mass, plus the mass of cargo and upgrades. I don't remember off the top of my head, but I think you can easily double your ship's mass on upgrades alone!

You might go down the list, and total up the mass of your installed upgrades. Unlike your ship, I think their masses are taken from the global units.csv. I'd be reluctant to go messing with that file, especially since you'd probably have to screw around with a LOT of entries...

Now, one cute trick, if you do go messing around in the units file, might be to create an "upgrade" of substantial negative mass. Not sure what you'd call it, except maybe "inertial damper," but I'd put it under Shady (VERY shady!) Mechanic. :mrgreen:
-REBEL3-
Bounty Hunter
Bounty Hunter
Posts: 132
Joined: Sun Nov 01, 2009 2:43 am
Location: Alaska

Re: Turrets on Goddard?

Post by -REBEL3- »

In regards to the turrets, yes. I did just use more hacks. In specifics, I opened my Leonidas's data file and just copied the turret data out of it. I can now kill things at more then 100 km range using my turrets. :D

Using the same trick, I also figured out how to mount a Grand Gauss cannon from my Leonidas onto my Goddard...I can only fire it once every thirty seconds( about) because it takes so much power, but sniping Teslas from 100 km is really fun.... :mrgreen:
Post Reply