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What are the changes ? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: What are the changes ? (/showthread.php?tid=34582) Pages:
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What are the changes ? - Grimly - 02-10-2010 Hi, You may have noted the fact a battlerazor/mortar turns slower than a solaris turret. I'd like to test few balance with this rotation speed but I can't find where in the ini files where it's defined. Any idea ? What are the changes ? - mjolnir - 02-10-2010 in the gun section of weapons_equip.ini, there's an entry saying something like "rotation_speed = 60" What are the changes ? - Grimly - 02-10-2010 I have my guess on "toughness" since it have no real effects on projectiles themselves, I will try to see how a gun will react with 10 or even 100 more toughness than usual:) What are the changes ? - Kazinsal - 02-10-2010 I believe toughness may or may not be the HP of the gun. But that may be something completely different. What are the changes ? - Grimly - 02-10-2010 ' Wrote:I believe toughness may or may not be the HP of the gun. But that may be something completely different.T.T I guess you're right, I saw no change ... and I can't find that "rotation_speed" on any of solaris and mortar. EDIT : I may leave here why I am asking for such thing. Looking at the mortar being slow, I was thinking that weapons very slow on rotation could have good overall stats (speed/damages) and be then inefficient against the fighter crafts and used then only on capital ships (unless the targets are idiot enough to stay in effective range) What are the changes ? - mjolnir - 02-10-2010 Now that I'm at a computer with freelancer it's: turn_rate = 90 one of the last entries in the gun section. I believe the value is in degrees per second. What are the changes ? - Grimly - 02-10-2010 ' Wrote:Now that I'm at a computer with freelancer it's: Got it. Thanks a lot. I wonder why Freelancer Ini Editor don't show it :/ EDIT : Results are it failed. The weapons have some arc of fire they can use to fire without moving the turret. I guess that's how the weapons can fire more far than the graphics let see and differently to the use of "square" button. What are the changes ? - Grimly - 02-11-2010 Me again:) How to make the weapons have a different fire arc ? As I said, I tried to make slow (very slow) the rotation of few turrets, it works well but some arcs still remains. I guess that's made on the weapons themselves. Where and how is it defined ? And I don't think I noted a difference between two weapons in game, but I don't know ... any ideas ? What are the changes ? - MarvinCZ - 02-11-2010 ' Wrote:Me again:) There's an universal constant (same for all weapons) that enlarges their firing arc in DATA\constants.ini MUZZLE_CONE_ANGLE = 40 Changing that would change how any and all PvP works, though. There is another way. Look into [Munitions] section in the weapon_equip.ini, there's a line force_gun_ori = false Changing that to "true" effectively disables those extra 40 degrees for that single weapon. It is used on cap forward guns, for example. You may find it very hard to aim, though. Try it and see... What are the changes ? - Grimly - 02-12-2010 ' Wrote:There's an universal constant (same for all weapons) that enlarges their firing arc in DATA\constants.iniI would almost kiss you ! Now let's think ! You set this "force_gun_ori" and make rotation speed very low, that would be the perfect anti-capital ship weapons, useless on the fighter crafts. I still have to balance at least a set or two of capital ships for this and I may come back with something to test. |