02-03-2016, 07:50 AM
And no, the answer is not "yes" before you ask.
Okay, as you noticed I've started fricking around with modding FL again and one of the topics that I ended up digging up from years back was me questioning how flak turrets work. So we have large capital ships that have their turrets so goddamn wide apart that secondaries cannot hit things much smaller than a gunboat up close, allowing anything but the fattest bombers to do the whole Strafe-Down-Plus-Roll thing with their noses scraping the battleship's hull and the cap not being able to do much about it. If you've ever seen a certain Asco flying around in Liberty, wrecking lib carriers from 200m range, you know what I mean.
^
So for the people who are not into modding, it is basically like this. Flak turrets are essentially dumbfire missiles like the Cannonball with an obscenely large detonation distance (75), which is how far from an entitiy the missile is triggered from. For comparison, your sidewinder missile has a detonation distance of 2. This allows them to have the ''flak'' effect, aka not necessarily having to hit the ship in order to deal damage. This is what, in theory, makes it dangerous to get close to large ships using it. And of course they have an "impulse" setting of 5000 - that is the part that is responsible for flaks bumping torpedoes out of the way.
This is the problem I have with this weapon right now:
As you can see, it does not matter how many flak turrets you have, you deal damage only from the first flak that hits the target.
And this is the line to blame:
hit_pts = 2
^ That is the ''health'' of the projectile. The same way every other missile has health. This is why, for example, you can kill missiles with a CDs' explosion range and not, say, torpdoes. The former has less Health.
Now this is how they would work if their health was buffed:
Oops.
Not exactly ideal, no. As you can see the first one blows up and now instead of detonating the rest before they reach the target, it sends the other flaks in random directions just like they would do a torpedo.
Now we just need to buff the projectile's ''mass'' to fix that.
mass = 100000
There we go, fixed. Can we have this a thing, please?
Can we has?
EDIT:
One concern though. This fix might need to have the damage of 9000 to be cut down a little or increase the energy drain, otherwise you will have 22 flak-turreted carriers flying around, doing ~200 000 burst fire damage.
Okay, as you noticed I've started fricking around with modding FL again and one of the topics that I ended up digging up from years back was me questioning how flak turrets work. So we have large capital ships that have their turrets so goddamn wide apart that secondaries cannot hit things much smaller than a gunboat up close, allowing anything but the fattest bombers to do the whole Strafe-Down-Plus-Roll thing with their noses scraping the battleship's hull and the cap not being able to do much about it. If you've ever seen a certain Asco flying around in Liberty, wrecking lib carriers from 200m range, you know what I mean.
[Motor]
nickname = rh_battleship_flak_turret01_motor
lifetime = 2
accel = 25
delay = 0
[Explosion]
nickname = rh_battleship_flak_turret01_explosion
effect = zoner_flak_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 125
hull_damage = 9100
energy_damage = 0
impulse = 5000
[Munition]
nickname = rh_battleship_flak_turret01_ammo
explosion_arch = rh_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship
const_effect = rh_flakcannon01_proj
detonation_dist = 75
lifetime = 3.0
Motor = rh_battleship_flak_turret01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
seeker_range = 1100
seeker_fov_deg = 35
max_angular_velocity = 0.0
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun]
nickname = rh_battleship_flak_turret01
ids_name = 500939
ids_info = 500940
DA_archetype = equipment\models\turret\z_bs_flak.cmp
material_library = equipment\models\z_turret.mat
HP_child = HPConnect
hit_pts = 140000
explosion_resistance = 0.330000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 310000
refire_delay = 1
muzzle_velocity = 300
toughness = 20
flash_particle_name = rh_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rh_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 180
lootable = false
nickname = rh_battleship_flak_turret01_motor
lifetime = 2
accel = 25
delay = 0
[Explosion]
nickname = rh_battleship_flak_turret01_explosion
effect = zoner_flak_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 125
hull_damage = 9100
energy_damage = 0
impulse = 5000
[Munition]
nickname = rh_battleship_flak_turret01_ammo
explosion_arch = rh_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship
const_effect = rh_flakcannon01_proj
detonation_dist = 75
lifetime = 3.0
Motor = rh_battleship_flak_turret01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
seeker_range = 1100
seeker_fov_deg = 35
max_angular_velocity = 0.0
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun]
nickname = rh_battleship_flak_turret01
ids_name = 500939
ids_info = 500940
DA_archetype = equipment\models\turret\z_bs_flak.cmp
material_library = equipment\models\z_turret.mat
HP_child = HPConnect
hit_pts = 140000
explosion_resistance = 0.330000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 310000
refire_delay = 1
muzzle_velocity = 300
toughness = 20
flash_particle_name = rh_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rh_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 180
lootable = false
So for the people who are not into modding, it is basically like this. Flak turrets are essentially dumbfire missiles like the Cannonball with an obscenely large detonation distance (75), which is how far from an entitiy the missile is triggered from. For comparison, your sidewinder missile has a detonation distance of 2. This allows them to have the ''flak'' effect, aka not necessarily having to hit the ship in order to deal damage. This is what, in theory, makes it dangerous to get close to large ships using it. And of course they have an "impulse" setting of 5000 - that is the part that is responsible for flaks bumping torpedoes out of the way.
This is the problem I have with this weapon right now:
As you can see, it does not matter how many flak turrets you have, you deal damage only from the first flak that hits the target.
And this is the line to blame:
hit_pts = 2
^ That is the ''health'' of the projectile. The same way every other missile has health. This is why, for example, you can kill missiles with a CDs' explosion range and not, say, torpdoes. The former has less Health.
Now this is how they would work if their health was buffed:
Oops.
Not exactly ideal, no. As you can see the first one blows up and now instead of detonating the rest before they reach the target, it sends the other flaks in random directions just like they would do a torpedo.
Now we just need to buff the projectile's ''mass'' to fix that.
mass = 100000
There we go, fixed. Can we have this a thing, please?
[Motor]
nickname = rh_battleship_flak_turret01_motor
lifetime = 2
accel = 25
delay = 0
[Explosion]
nickname = rh_battleship_flak_turret01_explosion
effect = zoner_flak_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 125
hull_damage = 9100
energy_damage = 0
impulse = 5000
[Munition]
nickname = rh_battleship_flak_turret01_ammo
explosion_arch = rh_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 50000
one_shot_sound = fire_capship
const_effect = rh_flakcannon01_proj
detonation_dist = 75
lifetime = 3.0
Motor = rh_battleship_flak_turret01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
seeker_range = 1100
seeker_fov_deg = 35
max_angular_velocity = 0.0
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 100000
volume = 0.000100
[Gun]
nickname = rh_battleship_flak_turret01
ids_name = 500939
ids_info = 500940
DA_archetype = equipment\models\turret\z_bs_flak.cmp
material_library = equipment\models\z_turret.mat
HP_child = HPConnect
hit_pts = 140000
explosion_resistance = 0.330000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 310000
refire_delay = 1
muzzle_velocity = 300
toughness = 20
flash_particle_name = rh_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rh_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 180
lootable = false
nickname = rh_battleship_flak_turret01_motor
lifetime = 2
accel = 25
delay = 0
[Explosion]
nickname = rh_battleship_flak_turret01_explosion
effect = zoner_flak_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 125
hull_damage = 9100
energy_damage = 0
impulse = 5000
[Munition]
nickname = rh_battleship_flak_turret01_ammo
explosion_arch = rh_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 50000
one_shot_sound = fire_capship
const_effect = rh_flakcannon01_proj
detonation_dist = 75
lifetime = 3.0
Motor = rh_battleship_flak_turret01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
seeker_range = 1100
seeker_fov_deg = 35
max_angular_velocity = 0.0
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 100000
volume = 0.000100
[Gun]
nickname = rh_battleship_flak_turret01
ids_name = 500939
ids_info = 500940
DA_archetype = equipment\models\turret\z_bs_flak.cmp
material_library = equipment\models\z_turret.mat
HP_child = HPConnect
hit_pts = 140000
explosion_resistance = 0.330000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 310000
refire_delay = 1
muzzle_velocity = 300
toughness = 20
flash_particle_name = rh_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rh_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 180
lootable = false
Can we has?
EDIT:
One concern though. This fix might need to have the damage of 9000 to be cut down a little or increase the energy drain, otherwise you will have 22 flak-turreted carriers flying around, doing ~200 000 burst fire damage.