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Well.....I named it before he changed his name.....But i suppose i could change it. Maye i'll make it a hero ship. It looks cool and I've been trying to make it work since I added the Veendeni cause they fire to the sides instead of the front. Now I can alter the odf's and get what I want. It's a great Idea! That's why I named a P Fed Battleship Joelteon 7 |
Re: Aft torpedoes (someone want to try something out?) Quote:
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Re: Aft torpedoes (someone want to try something out?) Quote:
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Re: Aft torpedoes (someone want to try something out?) Quote:
Yes but they fire from the same hardpoint, I mean ships that fire its weapons from all its torpedo bays and phaser banks to wards enemys all around them. |
Re: Aft torpedoes (someone want to try something out?) Ah I am following you now. Why don't you try having several weapon entries in the odf file with different hardpoints assigned to them, in theory it should work. |
Re: Aft torpedoes (someone want to try something out?) Okay...so..basic breakdown....you've gotten rear facing hardpoints...you did this by creating a child-joint of the hardpoint you want to face rear correct? like say i have hp32 as a rear facing torpedo tube..i create a child hardpoint to that..and let it face aftward? and then create my torpedo odf so that it only fires within a certain arc..and then use seektime to keep it from going straight to the target? |
Re: Aft torpedoes (someone want to try something out?) I think that is alright but they leave seek time as it is, and have the omega turn less so that the torpedo does go in a fairly straight course for the target so that it fires out the rear towards ships behind it, rather than firing and then looping round the ship towards something in front of the ship. |
Re: Aft torpedoes (someone want to try something out?) No You have to increase the Seek time so the torpedo won't zip around the ship to the enemy and set the Omega turn to 0 so it wont fly in a cricle waiting for the seek time to run out. There is some sort of grace area. The torped doesn't have to be perfectly aligned with the enemy as loing as it is fairly close to faceing the target it will fire at them and hit. |
Well, reviving this old thread lol. How do you specify the arc 'angle' for which the weapon is restricted to? I know there is the restrictFireArc thing, but it usuallys says something like 1 or 1.3 |
Well, from what I know about the modelling side of it, you need to rotate your hardpoints so they're already facing one direction. That's part 1. The second part is to make sure in your weapon odf's you have to have restrictFireArc = 1 (1 = yes) fireArc = number The number will be an angle, so say if it was 90, it would fire 45 degrees to the left and to the right of the point. |
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