03-18-2011, 10:45 PM
Flak cannons in .85 are about worthless.
with such a short range it's difficult to hit anything (even the bow of your own ship), and sometimes if you try and lead the target they can shoot in the wrong direction. Then, at the range you can actually hit something, you're probably better off using Solaris turrets instead anyway.
I did some playing around experimenting with stats and here are my thoughts
Instead of a proximity fuse like every other "missile", I wanted to try and make it a timed fuse. Make it hard to actually hit anything, but rather just explode 3 seconds after firing.
I started by reducing detonation distance to 1, so it won't explode with anything but a direct impact. (hard to do with an unguided missiles) I also increased the projectile's HP to 20000 so it won't be set off by other flak explosions. next I increased it's range by upping it's muzzle velocity to 1000, leaving the lifetime at 3, thereby theoretically increasing it's range to around 3000.
However, Ingame using SP, I found that the warheads seemed to detonate only around 1350M away and not 3000. This may be due to the battleship turret placement effecting range (further tests needed). at any rate, they became effective at destroying fighters at that range but only that range. within 1200M or so, with such a low detonation distance, any non direct hit will continue past the target and detonate at it's preset time (beyond the target).
after some more thought and testing I decided to play around with the blast strength/radius numbers. I wanted a big enough area blast so approaching fighters would be in optimal range a bit longer, but I didn't want that damage to wipe out entire NPC wings with a single volley. I therefore increased the radius to 200 but reduced the strength to 1, because I believe that makes the explosion weaker the farther away you are from the blast.
(full damage at the explosion center, tapering off to 1% damage at 200m)
In my testing I also toned down both damage and power by 2/3, but left the fire rate the same. I wanted to keep 2-3 continuously firing without too much power loss instead of just 1.
The important bits I changed to the Zoner Flak from Weapon_equipment.ini for my tests.
[Motor]
nickname = rh_battleship_flak_turret01_motor
lifetime = 2
accel = 25
delay = 0
[Explosion]
nickname = rh_battleship_flak_turret01_explosion
strength = <strike>100</strike> 1
radius = <strike>125</strike> 200
hull_damage = <strike>9100</strike> 3000
energy_damage = 0
impulse = <strike>5000</strike> 0
[Munition]
hit_pts = <strike>2</strike> 20000
detonation_dist = <strike>75</strike> 1
lifetime = 3.0
owner_safe_time = 3
[Gun]
nickname = rh_battleship_flak_turret01
power_usage = <strike>310000</strike> 100000
refire_delay = 1.000000
muzzle_velocity = <strike>300</strike> 1000
I have no idea what final stats are appropriate for MP, since I cannot test in such an environment. I just wanted to see if my idea of a longer range low detonation distance Flak gun would work. and so far it seems to, but again, only as far as I can test in SP.
with such a short range it's difficult to hit anything (even the bow of your own ship), and sometimes if you try and lead the target they can shoot in the wrong direction. Then, at the range you can actually hit something, you're probably better off using Solaris turrets instead anyway.
I did some playing around experimenting with stats and here are my thoughts
Instead of a proximity fuse like every other "missile", I wanted to try and make it a timed fuse. Make it hard to actually hit anything, but rather just explode 3 seconds after firing.
I started by reducing detonation distance to 1, so it won't explode with anything but a direct impact. (hard to do with an unguided missiles) I also increased the projectile's HP to 20000 so it won't be set off by other flak explosions. next I increased it's range by upping it's muzzle velocity to 1000, leaving the lifetime at 3, thereby theoretically increasing it's range to around 3000.
However, Ingame using SP, I found that the warheads seemed to detonate only around 1350M away and not 3000. This may be due to the battleship turret placement effecting range (further tests needed). at any rate, they became effective at destroying fighters at that range but only that range. within 1200M or so, with such a low detonation distance, any non direct hit will continue past the target and detonate at it's preset time (beyond the target).
after some more thought and testing I decided to play around with the blast strength/radius numbers. I wanted a big enough area blast so approaching fighters would be in optimal range a bit longer, but I didn't want that damage to wipe out entire NPC wings with a single volley. I therefore increased the radius to 200 but reduced the strength to 1, because I believe that makes the explosion weaker the farther away you are from the blast.
(full damage at the explosion center, tapering off to 1% damage at 200m)
In my testing I also toned down both damage and power by 2/3, but left the fire rate the same. I wanted to keep 2-3 continuously firing without too much power loss instead of just 1.
The important bits I changed to the Zoner Flak from Weapon_equipment.ini for my tests.
[Motor]
nickname = rh_battleship_flak_turret01_motor
lifetime = 2
accel = 25
delay = 0
[Explosion]
nickname = rh_battleship_flak_turret01_explosion
strength = <strike>100</strike> 1
radius = <strike>125</strike> 200
hull_damage = <strike>9100</strike> 3000
energy_damage = 0
impulse = <strike>5000</strike> 0
[Munition]
hit_pts = <strike>2</strike> 20000
detonation_dist = <strike>75</strike> 1
lifetime = 3.0
owner_safe_time = 3
[Gun]
nickname = rh_battleship_flak_turret01
power_usage = <strike>310000</strike> 100000
refire_delay = 1.000000
muzzle_velocity = <strike>300</strike> 1000
I have no idea what final stats are appropriate for MP, since I cannot test in such an environment. I just wanted to see if my idea of a longer range low detonation distance Flak gun would work. and so far it seems to, but again, only as far as I can test in SP.