More volume of fire from capital ship weapons

So what i want to do is turn the regular capital ships into something with more fire power so take the kol class battleship well its auto cannons dont shoot enough in my mind and so i want them to shoot more like Galactica in BSG I want it to be a fury of bullets. help would be much appreciated

16,036 views 39 replies
Reply #1 Top

Look for these two values under the weapons of each ship you want to modify:

burstCount 15
burstDelay 0.060000

Burst cound is how many particle effects are "shot", and burst delay is the delay between each burst. Changing these does NOT change the weapon's damage, it is purely a visual effect. If you want to change damage, change:

DamagePerBank:FRONT 27.000000
DamagePerBank:BACK 49.500000
DamagePerBank:LEFT 49.500000
DamagePerBank:RIGHT 27.000000
Range 5000.000000
PreBuffCooldownTime 4.500000

Pretty self explanatory. Damage per bank is how much damage that weapon does on each side of the ship (this data is for the Kol's autocannon), and PreBuffCooldown is the weapon cooldown.

Reply #2 Top

K but where is this file and whats it called

 

Reply #3 Top

Download the mod tools for 1.05 (click the downloads button on top of the page). Inside is a Documentation folder, read through the SINS_modset.pdf included there so you understand how mods work.

The file for the Kol is CAPITALSHIP_TECHBATTLESHIP.entity in the GameInfo folder ;) Use the files in the mod pack, because the game files themselves are in binary.

Reply #4 Top

k i did it but it wont let me save it as an entity file again. i can save it with the entity file extennsion but its classified as a text doc not and entity will it still work

Reply #5 Top

Quoting canloan, reply 4
k i did it but it wont let me save it as an entity file again. i can save it with the entity file extennsion but its classified as a text doc not and entity will it still work

save it as a text document, then manually change the extension.

Reply #6 Top

I dont get what you mean i cant get it to save as an entity file again if i change the extension vista still thinks its a text file

 

Reply #7 Top

That's fine, the game will load the text files :)

Reply #8 Top

k got all that but when I load the mod the game locks up i am using v1.1 beta do i need to downgrade to 1.05 i tryed converting them into binary but convertdata.exe wont work it just flashes and then disappears

 

Reply #9 Top

Yup. Mods will not work with the beta patch.

Reply #11 Top

I'm actually very interested in this, mainly because I think it's silly to see a spacebattle, without constant streams of bullets.  Call me a rambo fan, but I like the idea of massive ammounts of ammo being put out with little effect.

Sad thing is, I think theres a cap to it. 

Changing the colony ship's weapon layout to

weaponType "Projectile"
        burstCount 8
        burstDelay 0.000000

I expected a stream of projectiles,  what I got was a normal exchange rate between the guns.

I am still working on it, tweaking it here and there, but I would appriciate some help.  I want a MG for those autoturrets. Not some rifle.

Reply #12 Top

If there's no burst delay, all the 8 projectiles should leave the barrel at the same time, thus there wouldn't be a burst of fire as much as a single burst :P

Try adding a short delay.

Reply #13 Top

Also note that the number is in seconds, so 1.000000 is one second.

Reply #14 Top

So if I add in a large number of projectiles, and a longer burstdelay, I'd get approximatly what I wanted?

Reply #15 Top


    WeaponEffects
        weaponType "Projectile"
        burstCount 20
        burstDelay 0.900000

 

Even at this count and delay, I still have the regular old trade of fire.  To be honest, I'm not seeing a difference.  I even changed the weapon cooldown count a little, and still no difference.

Reply #16 Top

You need to drop the burst delay more.  A lot more.  Right now, its almost 1 second until the next shot in the burst is fired.  So make it like .2 (for 5 shots a second) or .1 (for 10 shots a second).

Reply #17 Top

Which weapon specifically are you trying to modify?

Generally speaking, if you want continuous fire, your burstCount * burstDelay should be about equal to preBuffCooldown (the weapon cooldown).

Reply #18 Top

And of course you'll want a low low burstDelay so the ship fires a lot :P

Curse broken edit.

Reply #19 Top

The laser battery on the TEC Colony ship.

I've tried to have it have NO burstDelay, but it still fired at it's normal rate. I tried to have a LONG burstDelay, to see if it's the individual shots that the burstDelay affected, but still, barely anything changed.   I'm going to try to have a very very low burstDelay, and see what happens.  I know that changing the burstCount DOES change the number of shots shown, since I have some very pretty Vasari missle barrages, however, I'm still not certain, but pretty sure theres a cap on the burstDelay.

Reply #20 Top

Why not leave the burst delay on whatever default value it is, and instead bump up the burstCount?

Reply #21 Top

PreBuffCooldownTime 4.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.400000
    TravelSpeed 4000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Projectile"
        burstCount 20
        burstDelay 0.000001

This was the setting I used. No change.  I'm begining to wonder if it's how I set up my mod. :d  I'm very new at modding, and have very little previous experience, but I'm pretty sure I'm doing it right.

I'm going to change the PreBuffCooldownTime down to a low setting, and see if that changes the rate of fire.

Reply #22 Top

Alright, THAT didnt do anything either.  I'm stuck on that.  I'm going to try a differnt gun, and then a different ship.  But it might just be that my mod isnt loading the correct .entity, and relying on the vanilla entry in the main game folder.

Reply #23 Top

Annatar, sorry didnt see your post, I'm trying to get rid of the "Tradeing of shots" scenes.  I think it's perfectly fine to have two ships OF THE SEAS to trade cannon fire, but when you add in hyperdrives and autocannons, I expect it to be a little more streamlined.  When a battleship leads a charge, I dont want to see it shoot one round, and then pass the enemy lines, only to find itself turning for four minutes, just to shoot one more round.   I want to see a Death Blossum raking through the enemy fleet.  If I were in that lightly armoured LRM and ordered to get behind the BS, I would just hit the eject button if my lead ship simply waved to that vasari worm as he floated on by.

Reply #24 Top

...that's not to say that said "Death Blossum" would be any where near as damaging as it looks, I just want those computer players to KNOW I have a American standpoint in arms manufacturing.  "Praise jesus and pass the ammo."

Reply #25 Top

Alright, I changed the TEC Colony ship to have both it's Autocannons AND it's Laser batteries (The ones that fire from the port and starboard sides) to have a Low burstDelay and high burstCount.  Neither weapon reacted as if it has been injected with LSD. 

I'm going to check if it's just how I'm saving the changes, and if it's reading off the mod, not the vanilla game.