Limited Firing Arcs

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on October 29th, 2010, 10:10 pm
Last edited by Dominus_Noctis on October 31st, 2010, 1:50 pm, edited 1 time in total.
To be honest, I dont see the point of the small phaser array in A2, as its firing arcs cant really be implemented, unless someones found a way to have weapons fire only to a certain direction than foward.

If someone has..... it'd be a nice aft arc weapon.

Dom edit: split from Star Trek Armada II: Fleet Operations - Mini canon mod - again
posted on October 29th, 2010, 10:16 pm
Weapon arcs coyuld always be applied to beam weapons, just like the others. Forward only, but still a start.

Giving the Defiant a phaser without an arc wouldn't hurt much, if the power is balanced. It is a canon mod, after all.
posted on October 30th, 2010, 1:48 am
Tok`ra wrote:To be honest, I dont see the point of the small phaser array in A2, as its firing arcs cant really be implemented, unless someones found a way to have weapons fire only to a certain direction than foward.

If someone has..... it'd be a nice aft arc weapon.


If you rotate the hardpoint, then the firing arc will proceed from its facing :)
posted on October 31st, 2010, 1:56 am
Ah ok. From what Ive heard moddelers say is that the direction of a hardpoint basicly hit or miss, dunno, never got into it myself.

It'd be sweet, especily for the larger federation vessels, if someone got hardpoints facing in accurate directions. Imagine Fed ships with phaser arrays capable of firing from the propper place WITH the cannon arc restrictions.
posted on October 31st, 2010, 9:38 am
Tok`ra wrote:It'd be sweet, especily for the larger federation vessels, if someone got hardpoints facing in accurate directions. Imagine Fed ships with phaser arrays capable of firing from the propper place WITH the cannon arc restrictions.

That is one thing Armada will probably always lack... Shame really, it works so well on the games with an engine that allows it.
posted on October 31st, 2010, 9:58 am
It isn't possible?

Last I saw, B'rels don't just fire their disruptors willy nilly. They're usually facing forward if I remember rightly.
posted on October 31st, 2010, 10:02 am
Ever seen a Galaxy with all 12 arrays as a seperate weapon with a seperate arc? It isn't possible. Limiting a weapon to fire foward or rotating the hardpoint (the second I think only works for torps) is as far as you can get.

Think Starfleet Command and Bridge Commander.
posted on October 31st, 2010, 10:45 am
bc was good, the weapons arcs kinda annoyed me though, waiting for ages to the arc to recharge. i'd rather the phasers had a central power charge like in legacy.

in many mods the recharge rate was increased to get rid of that long period when the ship had no phasers lol. what was funnier was that to take advantage of all the arcs of shields and weapons, u had to fly around in circles.
posted on October 31st, 2010, 11:06 am
Last edited by Tok`ra on October 31st, 2010, 11:16 am, edited 1 time in total.
Its doable for the most part.

Just assign each weapon specific hardpoints to simulate this.

Here, I'll do a crappy diagram in MSpaint using a windows clock as an example.

And yes, I know this is crappy, but its 0637 and Ive barley had more than a sip of coffee yet.

Image

Ok, imagine that these were clock facings on a galaxy saucer. ten foward is the 12'o'clock on the picture.

The colored zones are firing arcs of each phaser.

The .odf  would look something like this, I'll use GalPhas as the weapon.

// Foward arc pahser
weapon1 = "GalPhas"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05"
//waist and aft arc phasers
weapon2 = "GalPhas"
weaponHardpoints2 = "06" "07" "08" "09"
//aft phasers
weapon3 = "GalPhas"
weaponHardpoints3 = "10" "11"


Now, you got a ship (assuming the restricted arcs get set, IIRC its the range = x command) with three phasers. They will always visably fire from seperate hardpoints. When firing from broadside, the angle were a galaxy cant fire torps normaly, you'll have a dual phaser strike like that DS9 scene were a galaxy rapes a galor, especily if you use multiple .odf's for the phasers, all using the same base .odf, so they have differnt refire rates and their fire is staggerd.

Of course, the problem is fixing the HP to a direction. If that could be done.... imagine a Galaxy with dozens of hardpoints for the phasers alone, you could do the same as above, but it'd provide seamless transitioning between hardpoints as your ship/target move.


Myles wrote:bc was good, the weapons arcs kinda annoyed me though, waiting for ages to the arc to recharge. i'd rather the phasers had a central power charge like in legacy.

in many mods the recharge rate was increased to get rid of that long period when the ship had no phasers lol. what was funnier was that to take advantage of all the arcs of shields and weapons, u had to fly around in circles.



Agreed Myles, BC's arc recharge was annoying, the whole point of the phaser array is they cover a very broad arc with the same capacitor fed by (TMP and later) the warp core, also agreed about the flying in circles,

Legacy was crap, but at least the capacitors were done right, the seperate arcs each having a seperate charge only makes sense for point phasers, anything with an array, each array should have a seperate charge, and be able to fire anywere along its arc.

Personaly I think the way arrays should be handled is a several stage system.
1- power: remaining power for that array. Goes down when you discharge quicker than it can recharge.
2- tempeture: Phasers can overheat/overload if fired too long, shutting the array (or that arc) down while power remains. Should be largley arc based, if you overheat a arc of the array, that arc is down for a bit of time (good for an arc that either isnt used much, or doesnt stay facing much, get out as much as possible, right away).
3- discharge rate/length: How much, how fast. Do you fire short bursts at a high power setting, but requiring a cool down period after a few shots ? Do you fire a sustained beam at a lower power setting to avoid over heating ? Do you fire from multiple arcs at once, allowing heavy damage ? The longer the burst, higher chance to hit an evasive target, or to damage a subsystem, the shorter the burst, the quicker the damage for slightly lower accuracy. A continuous beam would do more damge over time, but for a quick pass a quick high power beam would be best.
4- width: How wide is the beam, the wider it is, the lower the damage, but much higher chance to hit a cloaked or evasive target and at least do some damage, but the array overheats fast this way.




Actualy, it'd be kinda cool to get a bridge commander mod (or a new game, or mod of some other game) that did it like that, but also had you as the commander be able to pick firing/manuvering patterns for effect, which would also match cannon, you almost never in DS9/TNG saw 'fire port phaser' type commands, you saw firing or manuver patterns ordered, which the people at the helm and tactical stations would then feed in, and the computer would follow the pre-programmed pattern.
posted on October 31st, 2010, 11:17 am
I always preferred ship movement in battle, looks much better than sitting around like a moron (like FO) and waiting to get hit.
posted on November 1st, 2010, 12:51 am
Agreed, I tend to keep my ships moving too, plus its good tactics, especily if you need to rush a damaged ship out to micro it to go repair.

Of course with the fleet ops AI, half the time it seems shift+R tells a ship to bum rush a enemy strong point in the opposite direction of the repair dock :p .
posted on November 1st, 2010, 1:15 am
Limited arcs is completely possible with the commands:

restrictfirearc = 1
firearc = 1.61

The problem is rotating hp's in MS3D is the biggest hair pulling nightmare to pull off ever because you can never tell what direction hp's are facing in that horrible program. Once the devs release an SOD exporter for 3DS that should solve it though.
posted on November 1st, 2010, 5:03 pm
1.61 is what? Degrees? Radians?
posted on November 1st, 2010, 5:47 pm
2pi=360°
posted on November 1st, 2010, 5:52 pm
Last edited by Tyler on November 1st, 2010, 6:13 pm, edited 1 time in total.
Wouldn't that make 1.61 be over 200°?

The Undying Nephalim wrote:Limited arcs is completely possible with the commands:

restrictfirearc = 1
firearc = 1.61

The problem is rotating hp's in MS3D is the biggest hair pulling nightmare to pull off ever because you can never tell what direction hp's are facing in that horrible program. Once the devs release an SOD exporter for 3DS that should solve it though.

Ok, so almost impossible...
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