Broadside fireing rather then frontal assault

So im tinkering with a mod i put together out of several mods on rebelion and i have a question

I want my star destroyer to turn and open its broadsides rather then frontal assault (Looks cooler because you can see the individual batteries firing) and im not sure how to do that

12,848 views 17 replies
Reply #1 Top

Ohh and its set to only have one squadron and id like to add some but im not sure how to do that either

Reply #2 Top

The preferred firing arc is determined by which bank has the highest DPS, e.g. if the front-firing weapons are the best, it shoots forwards, but if it's to either side (or one side, a la the asymmetrical TEC ships) then that's the way it turns.

In other words, up the damage and/or rate of fire to the side banks or lower the damage to the forward weapons, so that the former's DPS is greater than the latter.

Reply #3 Top

ok so set the forwars weapons to like 20 and the side weapons to 21?

Reply #4 Top

Quoting jason8648776, reply 3
ok so set the forwars weapons to like 20 and the side weapons to 21?
End of jason8648776's quote

yep though I seem to recall another way as well

Reply #5 Top

Assuming the forward weapon's rate of fire is slower, yes.  Also it's for ALL weapons in the bank, so for instance, let's say that the Kol's forward beams & lasers have raw damage of 80 and 20 respectively, (note- beams are weird, given the duration thing, which I'm not 100% certain on how it adds up e.g. does the cooldown begin after the whole duration, is the raw damage over that duration or per second of beam focus etc. but whatever) with a respective cool-down rate of 5 seconds and 2 seconds, respectively.  This gives a DPS of 80/5=16 for the beams and a 20/2=10 for the lasers, for a cumulative forward DPS of 26.

 

As an extreme example the side autocannons could be 5000 raw damage but 500 sec cooldown for 10 DPS and then the Kol still isn't turning around, even though that 5000 raw damage is more or less one-shotting most ships, or at least one ship every 500 seconds. :P

 

Also IIRC some weapons have multiple fire arcs, for instance the Kortul's beams (I think) can fire forwards as well as to the sides, so they would count for both firing arc's respective totals.

Reply #6 Top

Thats how it works thanks guys

Reply #7 Top

Still cant make a ship have more fighter squadrons though what do i change?

Reply #8 Top

in the entity is a line

maxNumCommandPoints 2

the 2 is the number of squadrons that that ship can field, just increase the number, if adding TYPES of strikecraft, each ship has a limit of four TYPES, but the mod can have many more TYPES just that each ship can have a MAX of four TYPES.

hope this helps

harpo

 

Reply #9 Top

Ohh i thought that had to do with upgrade points (Like you can start a capital ship at level 3 or something)

Reply #10 Top

for capitals it is near the bottom and looks like

CommandPoints
    StartValue 0.600000
    ValueIncreasePerLevel 0.200000

harpo

 

Reply #11 Top

Quoting harpo99999, reply 11
for capitals it is near the bottom and looks like

CommandPoints
    StartValue 0.600000
    ValueIncreasePerLevel 0.200000

harpo

 
End of harpo99999's quote

Scaling for that is pretty strait forward

.6+.2+.2 =1 more command point so at that example, at lvl 3 this ship will gain one more command squadron

though after level 3 it will take 5 more levels, so the next squadron will be level 8, so this ship ends with a total command value of 2.2 (goes up 9 to hit level 10) [.6+ 9(.2) =2.2 ]

What i do:

change the start value to 0.030000 make scaling the main point of this, and for something like a Kol(since I saw it mentioned before) I put scaling at 0.33 making, at level 10 the Kol will have 3 squadrons

or you could do this for a carrier and make the star scale at 1.0 and per level 1.0, give it 10 squadrons at lvl 10, this however is kind of broken and results in a ginormous tidal wave of strikecraft, the likes of which your computer will cry about....

anyway....algebra..... V+9(x)=S

Reply #12 Top

Umm i would like to ultimatly end up with 6 squadrons

 

i would like it to start with 3

Reply #13 Top

math is starting  value 3

per level (6-3)/9 = 3/9 = .333

harpo

 

Reply #14 Top

Start value 3, increase .33333.

 

Linear algebra's vintage material.

Reply #15 Top

thanks

 

Reply #16 Top

I thought the burst and fire delays are just used for the graphic effects of the shtos, with the value in the entity files already being DPS values.

Or are you talking about the "PreBuffCooldownTime" here?

Reply #17 Top

PreBuffCooldownTime is the rate of fire IIRC.  Damage/Cooldown=DPS.

 

I could be wrong though; haven't looked at entity files in a while.