canloan canloan

More volume of fire from capital ship weapons

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 #26 Top

Alright.  All that typing for jack diddly.  For some reason, the game dosnt want to respond to the changes, instead, it wants to use the vanilla game.  I'm going to surf for a bit around the forums to find the answer to it, sorry if I wasted any time.

Reply #27 Top

Well.  Have you made it a separate mod?  And have you enabled it in Sins properly?

 

Also, if you are re-naming the ship's entity, you won't build the nifty fast-firing one, just the vanilla one.

 

So: same entity name, save your changes, enable mod in Sins mod manager.  Beyond that, there should be no reason why something as simple as this shouldn't work.

Reply #28 Top

I have it in the mod path, in a seperate folder.  I have enabled it in Sins, I have loaded it on startup, and I have later maunally turned it on.  (Not off)  I don't rename the ship, I have it in the Refrence -> Game Info, I've tried it as an entity, and I've tried it as a .txt.  I wonder if the game being installed on a seperate drive is the issue.  I wouldn't think so, as it runs another mod the same way.  I did take the "read only" tag off of them, and I'm going to try it that way.

Reply #29 Top

Woot. I think I found the problem.  As I mentioned before, I put it one folder too deep Refrence folder wasnt suppose to be there.  :blush:

As the good news, I got my first minidump.  Woot. Lets see if I can get anywhere with it.

Reply #30 Top

Alright, Annatar hit it right on the nose with the first post,  Decreasing the burstDelay means increaseing the rate at which the projectiles appear.  I dropped it down to some silly low number, and sure enough, it came out as a blob of autocannon fire.  Mind you, it was very silly to see.  I'm going to try it with burstDelay * burstCount math, and see if Annatars two for two.

Reply #31 Top

Also, setting pointstaggerdelay to zero makes all the guns fire at once.  Try it for full-auto broadsides.

Reply #32 Top

And he scores.  burstDelay*burstCount does indeed provide me a stream of fire.  Now to get down and dirty and increase the burstCount to some impressive numbers. Thank you Sparda for helping me, and thank you Annatar for being the dude you are.

Reply #33 Top

Haha, you're welcome :P I gotta say I was quite puzzled why it never seemed to work for you, but glad you got it figured out ;)

Reply #34 Top

I think there's a mod somewhere that does this for all ships ... can't remember where I saw it though >_>

Reply #35 Top

Oh, and one more thing. Just to warn anyone who wants to do this, Missles = damage.  Giving your siege capitals a nice missle spread makes them unstoppable.  It looks really nice, but you might want to decrease the damage done by missles. :|   seeing a enemy fleet go down to one TEC Siege was something to see.

Reply #36 Top

I think there's a mod somewhere that does this for all ships ... can't remember where I saw it though

 

Yeah.  I made it and its called Metal Storm.  Unfortunately, I lost my data when UI had to format, and it doesn't seem like anyone wnats something like that.  If anyone wants to download it and use it/tweak it, go ahead.  If you want to release what you did as a separate mod, give me credit.

 

Metal Storm Download

 

 

Reply #37 Top

There is one other important factor you are missing. The burst count and burst delay only affects the image. In other words more "shots fired" when the gun fires. If you want to make a continuous stream of fire you have to go up a tid bit to where it says PreBuffCooldownTime: 5.5 or whatever. This means the capital ship will fire a volley every 5.5 seconds. When it volleys adjusting the burst count is how many particles it vollies. However, you can decrease the PRebuffcooldown to 1.1. Now you capital ship will fire every second on the second. However, now sinse it is doing five times as much damage because it's firing five times as fast, you need to adjust the weapon damage by a factor of 5 (5 times less). Then you'll have non-stop fire pretty much.

 

again the burst count is the number or particles shot when the gun fires, not how fast the gun fires. hope that helps.

Reply #38 Top

Heh, I think you misunderstood somewhere, I specifically asked for more bullets, same damage.  Changing the PreBuffCooldown would significantly increase the damage done.

Reply #39 Top

You want to modify the BurstCount.  That's how many bullets are fired per burst.