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-   -   Aft torpedoes (someone want to try something out?) (http://forums.filefront.com/st-a2-modding-mapping-editing/305042-aft-torpedoes-someone-want-try-something-out.html)

The Joelteon7 March 10th, 2007 02:30 PM

Aft torpedoes (someone want to try something out?)
 
Armada has a fundamental problem when it comes down to firing torpedoes from anywhere on the ship that isn't in the forward position. You can easily rotate hard points and get them to fire aft, but the damn omegaTurn makes aft torpedoes just buzz around and take out the ship, looking rather corny in the process.

So I've had this idea and told a few people about it, but I need someone actually willing to spend about 5 minutes to go crazy and try this out. If my theoretical plan works, you could get sideways and aft firing torpedoes, which combined with slower physics or larger craft would make for a lot more interesting play.

Right, here goes:

1) Place a hardpoint at the rear of a craft (or side, but I think it would be more visible if placed aft).
2) Make sure the hp is facing aft of the model AND the fireArc in the photon ordinance file is limited in such a way (say a good 45 degrees).
3) In the photon ordiance (verify that one, I haven't checked out the files in ages), reduce the omegaTurn (or what controls the turning movement of the torpedo) to a lower amount. Significantly, for the purpose of trying it out.
4) Increase the shotspeed of the torpedo by a *bit*. Whatever you think is worthy.
5) Go in-game and try this out.

This *should* make the torpedo fire aft and not swivvel around and go forward and vice verca. If true, modded ships could have multiple canon torpedo tubes without having 15 torpedoes swarm on the enemy because they turn around...except from the Akira, because it does have a stinking amount of them.

Repeated measures:
A) Try it on the side of a ship. This would enable the Akira to fire her sideways launchers (yes, she does have some!).
B) Put 4 on a starbase in each quadrant. If my theory works, depending on where the ship is, only one would fire at a time (4 seperate torpedoes I mean, not one sharing 4 hp's).

I would be interested to see what someone can do with this.

Squire James March 10th, 2007 06:56 PM

Re: Aft torpedoes (someone want to try something out?)
 
hmm I might try that, I'm after adding lateral and aft-firing weapons to KA2 ships.

Graytail_the_Shaman March 10th, 2007 08:53 PM

Re: Aft torpedoes (someone want to try something out?)
 
I'd be interested in this if someone gets it to work and works out anything to refine it to make it fairly perfect or just looks good and runs smooth I'd be willing to attempt it.

Adam_Atlantian March 10th, 2007 09:04 PM

I'm so on it. I'll post a screen shot or something when i get it working. :)

Well I figured it out. After a number of tries and different number combinations I wised up:

shotSpeed = 140.0
// This affects the turning radius/rate somewhat unknown.
omegaTurn = 0.0
//The amount of time that the missile obeys the limitations of omegaTurn
//After that, it heads straight for the target
seekTime = 100.0

Putting the omega turn to 0 stops the torpedo from turning and then bumping up the seek time to a high number will keep the torpedo from zipping to the target. With this the ships hardpoint has to be faceing the target in order to hit it. One problem i see with this is the ship fires torpedoes everywhere.

thus i came up with this idea. If your ship fires two torpedoes give it 4 hardpoints for each torpedo on every side of the ship so it doesn't look like the ship is wasteing torpedoes.

I meant to say, even though it's implied, It's the Seek time that makes torpedoes go for the target. The Omega turn just specifies with the Torpedo will do before going for the target. Some of my tries were pretty funny. I've never seen a torpedo chase its tail before lol.

I tested this in A1. I dont know what will happen in A2.

Graytail_the_Shaman March 11th, 2007 12:01 AM

Re: Aft torpedoes (someone want to try something out?)
 
cool beans to bad I suck with modeling and putting hardpoints on ships.

Atlantis March 11th, 2007 03:10 AM

Re: Aft torpedoes (someone want to try something out?)
 
Hmm, it's a good plan, but I don't really see the point. Every weapon on the ship will be targetting the same enemy, so the fore launcher and the aft launcher will both fire at that same target when it's in arc. And as Armada normally picks the closes hardpoint to the enemy, the aft one will fire while the target is behind your ship, and the fire one will fire when it's in front. So why not just put the fore and aft hardpoints on one torpedo file?

AdmarilRyan March 11th, 2007 03:41 AM

Re: Aft torpedoes (someone want to try something out?)
 
well I'm sure you can get a ship to fire at multiple targets at the same time, I thought the fusion cubes did that.

The Joelteon7 March 11th, 2007 05:15 AM

Re: Aft torpedoes (someone want to try something out?)
 
The point is, you really need this to work with slower ship physics, where positioning DOES matter. Obviously, on the stock game the ships will just turn on their dime and fire the for anyhow, but having the ability to fire aft torpedoes only when the enemy is aft should be something nice for mods to include. It gives a better sense to the ST universe if you have a fleet movement, a ship appears aft and the aft phasers/disruptors/torpedoes kick in rather than your entire fleet turning around and firing.

I'm glad that someone has however got this to work. :)

EDIT:

Quote:

well I'm sure you can get a ship to fire at multiple targets at the same time, I thought the fusion cubes did that.
No, they just destroy the target really quickly, so it seems like multiple targetting :p

AdmarilRyan March 11th, 2007 05:25 AM

Re: Aft torpedoes (someone want to try something out?)
 
well....ok....you got me.

If you have very large and slow ships fighting small fast ones this would make a difference, as the small ships could be changing distance all the time and so it would be realistic if all the weapon arcs were firing at independant rates (ie, the back can fire right after the front has even if the front hasn't pased the firedelay time as it is being "reloaded". Of course for that situation we are talking a major physics redo. Getting multi-targeting to work would be nice too but if that isn't already in the game then it could prove very difficult.

Majestic-MSFC March 11th, 2007 02:40 PM

Re: Aft torpedoes (someone want to try something out?)
 
Quote:

Originally Posted by AdmarilRyan (Post 3577176)
well I'm sure you can get a ship to fire at multiple targets at the same time.

Multi-targeting weapons have been out for years since the Armada 1 days and they have work fairly well, its just a simple addition of a line or two of code to the weapon odf file.

Adam_Atlantian March 11th, 2007 09:14 PM

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

Majestic-MSFC March 11th, 2007 09:57 PM

Re: Aft torpedoes (someone want to try something out?)
 
Quote:

Originally Posted by Adam_Atlantian (Post 3578546)
It's a great Idea! That's why I named a P Fed Battleship Joelteon 7

Indeed it is. But Adam you forgot the "The". The "the" adds class does it Joel? :lol: :D

The Joelteon7 March 12th, 2007 01:31 AM

Re: Aft torpedoes (someone want to try something out?)
 
Quote:

Originally Posted by Adam_Atlantian (Post 3578546)
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

I am certainly honoured by this, thank you :)

Quote:

Originally Posted by Majest (Post 3578565)
Indeed it is. But Adam you forgot the "The". The "the" adds class does it Joel? :lol: :D

Damn right it does :P I've forgotten if it's from Futurama or The Simpsons, but it does sound like something that Bender would say.

AdmarilRyan March 12th, 2007 10:54 AM

Re: Aft torpedoes (someone want to try something out?)
 
Quote:

Originally Posted by Majest (Post 3578074)
Multi-targeting weapons have been out for years since the Armada 1 days and they have work fairly well, its just a simple addition of a line or two of code to the weapon odf file.


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.

Majestic-MSFC March 12th, 2007 09:28 PM

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.

Cpt.BenSisko March 12th, 2007 10:13 PM

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?

AdmarilRyan March 13th, 2007 08:42 AM

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.

Adam_Atlantian March 13th, 2007 08:22 PM

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.

Ragnar July 17th, 2007 04:33 AM

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

The Joelteon7 July 17th, 2007 05:10 AM

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.

Ragnar July 17th, 2007 06:37 AM

Oh. Well that makes sense. Any ODF I've looked at thus far doesn't have the second bit. Sweet thanks.

Now, hp rotating. Milkshape is a bugger to do it with lol.

kel333 July 17th, 2007 03:24 PM

If I'm correct, I think it's the Pink axis that's the "forward" one in Milkshape. Just select the HP you want to rotate, then drop a joint along the "forward" axis, then use the Move tool and rotate it around to behind the HP 180 degrees.

I think that should do it.


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