cheers for the wiki links too. so what IS the damage dealt? i know the missile's damamge is dependant on blast distance, are the lasers' damage fixed, damage hulls more that shields, or what?
seeing that heat increment value leads me to think there's a very simple way to spoof a laser cooling system!
Just makes me wonder why the twin plasma cannon consumes hugely more energy than all the lasers.
My question here would be how come all lasers consume exactly the same energy. Surely a military laser would consume more juice than a puny pulse one? However, I believe that before attempting to fiddle with any of this, extesnive testing should be made to see what the effects on gameplay are.
Firing rate is much higher as lasers get better, thus energy usage per [time_increment] continuous firing is already higher, even if not per shot.
cheers for the wiki links too. so what IS the damage dealt?
It's the value of weapon_energy. Which is 15 for the pulse and beam laser, 23 for the military laser, and 50 for the mining laser.
For each hit this number is subtracted from the target's energy. Which means that it takes three hits with a pulse or beam laser to kill a target with energy 45, but only two hits from a military laser, and only one from a mining laser, provided that the target has no energy_recharge_rate (which objects without an energy source shouldn't have, and subentities usually also don't have, because it makes shooting them off harder and lessens the fun).
thanks guys, i'll put a bit logical thught into power levels for the subents.
seeing as i've defined none in the current version, do they just adopt the parent's energy value or do they get some arbitrary value? they do take a few shots to destroy so they definitely get some value to work w/.
They get assigned the default subent energy value. I'm a bit rushed at the moment, so no time to check, but I seem to remember they're assigned 50 energy as default... it should all be on the wiki, though...
They get assigned the default subent energy value. I'm a bit rushed at the moment, so no time to check, but I seem to remember they're assigned 50 energy as default... it should all be on the wiki, though...
No idea if its in the wiki, but the more reliable source writes:
But things like maneuverability cannot easily be affected like that. It could theoretically be done by combination of script and AI, but it would be horribly complex.
Just found a pointer in another thread: your stun bomb actually does impact maneuverability...
And here's a release with the new engine flames. Absolutely nothing else has been changed; it's more an eyecandy tweak than anything functional. http://www.box.net/shared/ydsxyj959x1pgxozdcij
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
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Ryzen 5 1500X
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1TB Hybrid HDD (For software and games)
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