Persistant Phase Missiles

I was modding a few ships to change all their current weapons into phase missiles, however i was getting some odd visual effects: The missiles (some of them) would simply move a few centimeters from the shup and then stop... My initial trials were with Dolynick's Stargate mod (for my own personal enjoyment) to turn the ancient weapons all into drone weapons (which use Phase Missile information, with modified textures and effects) and once that 'failed' i went to see if the problem existed with normal phase missiles as well, which it does. I'm currently running Dip 1.01

 

Any ideas on what causes this? and maybe a solution?

6,514 views 7 replies
Reply #1 Top

Do these missile's that stop disappear, or are they still there, just stopped? If they disappear it may be because the missle has entered phase space, which they are supposed to do then re-appear inside the shields of the target vessel. If on the other hand they just stop and stay put in the 1 position for some time, it may indicate that there is some lag in the program process's and a graphic's performance setting may need to be reduced. Other indicators that this is happening may be a stutter with the frame rate, ships that have been destroyed may still appear to be there, and or miss there exploding effects.

Reply #2 Top

No, they stop and just stay in one spot, even after the battle finishes. There is NO lag anywhere else... And the missiles dont do anything at all... this is only some of them, mind you... anyone have any other ideas? When im in the Dev.exe no error messages come up at all with this, so i dont know what is happening.

Reply #3 Top

Since the Dev.exe is not picking anything up, indicates, to me anyhow, that it is the graphic's setting. Just as a couple of things to try to perhaps help narrow it down;

If you arn't running on lowest graphic settings, try lowering them and see if that fix's it. If you still have the problem it  may be that phase missiles are quite demanding on memory and having all those extra phase missles is causing it.

Another thing to take note of may be that the missle's target is being destroyed after the missle has been fired, but before it can hit the target, leaving the missile in limbo.

 

Reply #4 Top

Well, my graphics settings ARE on lowest, and i was playing with No Damage turned on, so the missiles couldnt have been losing their targets... I think the part about it using too much of Sins' memory too fast may be valid... although one ship shooting 6 missiles at a time at one target shouldnt  be causing that much of a problem, especially not when those are the only ships that are visible at the time...

Reply #5 Top

one ship shooting 6 missiles at a time at one target shouldnt be causing that much of a problem, especially not when those are the only ships that are visible at the time...
End of quote

Yeah you wouldn't think so. I have had a ship shotting 12 phase missles, from only 1 weapon type set mind you, and I don't experience any problems. I'm really at a loss as to what your problem may be. Maybee there is something wrong with the MissileTravelEffect data within the weapon, but you would think that the Dev.exe would pick it up, and that dosn't explain why its only happen to some of them some of the time.

If I was a betting man, I would say it was something simple like a conflict with the weapon count or something like that, but really its quite impossible to know without having looked through the file's and comparing them.

Anyhow I wish you luck with figuring it out.

 

Reply #6 Top

Thanks, i have been playing around with them too , trying to figure it out. The odd thing is is that it happens whether i use one weapon bank, or if i modify the other two and use all three (what i mean by this is that there are three weapon banks, only one of which is originally a phase missile spot. When i make the other two weapons not fire and increase the damage and fire time (reload time) of the phase missiles it cause this problem. Also, when i simply modify the other weapon spots so that they use the Phase missile information, i get the problem.) So far i have only tried this on Capships, so i dont know if it exists for Frigates too... I've also tried it with the CanShootAtFighters set to both true and false, it doesnt seem to change anything

Reply #7 Top

Hmm, when you added the phase missile data to the other 2 weapons did you copy and paste the info from the original. I'm just wondering because I have had problem somewhat like this before from doing this. What I had forgot to do was change the DamagePerBank:FRONT 168.000000 on weapon2 to DamagePerBank: LEFT & RIGHT. Since Weapon2 only has hardpoints that face left & right. Weapon0 only has points that face forward.