[Release] Laser Cannons v1.12
Moderators: winston, another_commander
Re: [Release] Laser Cannons v1.5
I pilot a DTT Kraken, 140t of storage.
You've given me enough to think at the end of my current trade run
Thank you
You've given me enough to think at the end of my current trade run
Thank you
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: [Release] Laser Cannons v1.5
Nice ship, just cannon limits are not related to the cargo space but the mass of the ship, which is computed from the volume in Oolite. The mass of any playable ship is listed in [wiki]Gallery[/wiki] interface, a Kraken is 180t.Day wrote:I pilot a DTT Kraken, 140t of storage.
Re: [Release] Laser Cannons v1.5
Thank you, I wondered where to find this info.
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: [Release] Laser Cannons v1.6
Four new cannons and some changes in v1.6:
-Plasma Vulcan, Artillery Cannons and Battle Cannon added.
-Plasma Web is cheaper, fit into a Python and more likely force to eject.
-Adjusted the heat of Plasma Ray and Twin Military Cannon.
The new cannons:
JK-V38 Plasma Vulcan
A crazy scientist once filled plasma into a Vulcan Cannon and successfully earned 5km range in this way. Cobra Mark III owners aready wanted a single barrel version of Vulcan to fit into his ships and this discovery was a good reason to release a weaker, humanitarian version of Vulcan which fire plasma shots. Need as much energy as a Vulcan and heat up as fast as a Plasma Ray but cause critical damages.
Kruger Artillery Cannon
As the name predict Kruger company aim the longest range regardless of compromises in heat, energy and cost. The winner of this competition is quad Mining Cannons with much longer barrel in alternating mode to increase fire rate to combat level. Damage is smaller due to must focus in long range. Well cooled, has 20km range and enough fearsome to the target use his Escape Pod when his energy is low.
Kruger Twin Artillery Cannon
Anaconda owners wanted to benefit from the larger capacity of his oversized ships so bought two Artillery Cannons and more heatsinks to fire at once - the Twin Artillery Cannon was born. New pilots asks why this weapon is exist at all due to similar lasers are much cheaper: the answer is only cannons are enough fearsome to pilots ejects often.
Kruger Battle Cannon
Since much larger ships are in production than Anaconda, for example [wiki]Carriers[/wiki], [wiki]Kirin[/wiki], Maelstrom or [wiki]Serpent Class Cruiser[/wiki], some guys in these was enough brave to put much more coolers around a Twin Artillery Cannon to the 8 barrels be reconfigurable to fire together. Shot down almost anything within seconds, even a Thargoid Warship need two hits only (3 seconds). Fit into ships with at least 800t mass.
See the extended comparsion table in [wiki]Laser Cannons[/wiki].
-Plasma Vulcan, Artillery Cannons and Battle Cannon added.
-Plasma Web is cheaper, fit into a Python and more likely force to eject.
-Adjusted the heat of Plasma Ray and Twin Military Cannon.
The new cannons:
JK-V38 Plasma Vulcan
A crazy scientist once filled plasma into a Vulcan Cannon and successfully earned 5km range in this way. Cobra Mark III owners aready wanted a single barrel version of Vulcan to fit into his ships and this discovery was a good reason to release a weaker, humanitarian version of Vulcan which fire plasma shots. Need as much energy as a Vulcan and heat up as fast as a Plasma Ray but cause critical damages.
Kruger Artillery Cannon
As the name predict Kruger company aim the longest range regardless of compromises in heat, energy and cost. The winner of this competition is quad Mining Cannons with much longer barrel in alternating mode to increase fire rate to combat level. Damage is smaller due to must focus in long range. Well cooled, has 20km range and enough fearsome to the target use his Escape Pod when his energy is low.
Kruger Twin Artillery Cannon
Anaconda owners wanted to benefit from the larger capacity of his oversized ships so bought two Artillery Cannons and more heatsinks to fire at once - the Twin Artillery Cannon was born. New pilots asks why this weapon is exist at all due to similar lasers are much cheaper: the answer is only cannons are enough fearsome to pilots ejects often.
Kruger Battle Cannon
Since much larger ships are in production than Anaconda, for example [wiki]Carriers[/wiki], [wiki]Kirin[/wiki], Maelstrom or [wiki]Serpent Class Cruiser[/wiki], some guys in these was enough brave to put much more coolers around a Twin Artillery Cannon to the 8 barrels be reconfigurable to fire together. Shot down almost anything within seconds, even a Thargoid Warship need two hits only (3 seconds). Fit into ships with at least 800t mass.
See the extended comparsion table in [wiki]Laser Cannons[/wiki].
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: [Release] Laser Cannons v1.7
In [wiki]Laser Cannons[/wiki] v1.7 another 5 big cannons are added and Plasma weapons refined.
- Behemoth Cannons for ships over 8000t like [wiki]Behemoth[/wiki] or [wiki]BigShips[/wiki].
- Base Cannons for ships over 200000t like [wiki]Andromeda[/wiki] or [wiki]Liners[/wiki].
- Plasma Artillery Cannon added for ships over 800t like [wiki]Carriers[/wiki].
- Battle Artillery Cannon heat increased, cost reduced.
- Plasma weapons are improved: more damage, less energy and heat.
- Plasma Ray is renamed to Mini Plasma Cannon and fit into escort ships.
- Ranges of Plasma Cannons are improved, Plasma Web is halved.
- Dual Cannon color matched to Mini Cannon (light red).
- Behemoth Cannons for ships over 8000t like [wiki]Behemoth[/wiki] or [wiki]BigShips[/wiki].
- Base Cannons for ships over 200000t like [wiki]Andromeda[/wiki] or [wiki]Liners[/wiki].
- Plasma Artillery Cannon added for ships over 800t like [wiki]Carriers[/wiki].
- Battle Artillery Cannon heat increased, cost reduced.
- Plasma weapons are improved: more damage, less energy and heat.
- Plasma Ray is renamed to Mini Plasma Cannon and fit into escort ships.
- Ranges of Plasma Cannons are improved, Plasma Web is halved.
- Dual Cannon color matched to Mini Cannon (light red).
- Redspear
- ---- E L I T E ----
- Posts: 2685
- Joined: Thu Jun 20, 2013 10:22 pm
- Location: On the moon Thought, orbiting the planet Ignorance.
Re: [Release] Laser Cannons v1.7
Holy mackeral! This thing is mushrooming nicely
I'll have to check this out when I'm done (if ever) testing my own stuff.
Good work Norby!
I'll have to check this out when I'm done (if ever) testing my own stuff.
Good work Norby!
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: [Release] Laser Cannons v1.7
Thanks.
I think 18 cannons are enough for a while, at least I reached my goals:
1. dual lasers on all ships over escorts,
2. stronger lasers on the 10x - 1000x larger ships to reduce the clay pigeon shooting effect against these easy targets,
3. special weapons with critical damage ability to reduce the mortality rate via more scoopable Escape Pods.
Regardless of the loud descriptions big cannons are not as strong as imaginable in these huge ships, willfully to keep up the playability and some danger when a player use a huge ship and avoid the invincible feeling. But still break the irreality when a Sidewinder has better odds to win a head-to-head combat against a big ship due to both use the same weapon.
I think 18 cannons are enough for a while, at least I reached my goals:
1. dual lasers on all ships over escorts,
2. stronger lasers on the 10x - 1000x larger ships to reduce the clay pigeon shooting effect against these easy targets,
3. special weapons with critical damage ability to reduce the mortality rate via more scoopable Escape Pods.
Regardless of the loud descriptions big cannons are not as strong as imaginable in these huge ships, willfully to keep up the playability and some danger when a player use a huge ship and avoid the invincible feeling. But still break the irreality when a Sidewinder has better odds to win a head-to-head combat against a big ship due to both use the same weapon.
-
- ---- E L I T E ----
- Posts: 1248
- Joined: Sat Sep 12, 2009 11:58 pm
- Location: Essex (mainly industrial and occasionally anarchic)
Re: [Release] Laser Cannons v1.7
You've really gone to town on this. Amazing. I'll try it out and see how it affects my game. Well done.Norby wrote:Thanks.
I think 18 cannons are enough for a while
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: [Release] Laser Cannons v1.8
Polished in v1.8:
- Militay Cannons do 25% less damage and has lower techlevel.
- Mini Plasma Cannon renamed to Mini Plasma Ray.
- Mini Cannon and Mini Plasma Ray need a ship over 30t.
- NPC Mambas and Morays with Mini Cannons added, Geckos removed.
- Militay Cannons do 25% less damage and has lower techlevel.
- Mini Plasma Cannon renamed to Mini Plasma Ray.
- Mini Cannon and Mini Plasma Ray need a ship over 30t.
- NPC Mambas and Morays with Mini Cannons added, Geckos removed.
Re: [Release] Laser Cannons v1.8
Looks like there's a bug on the wiki page: the Rate figure should be the reciprocal of its current value. Or, instead of calling it the Rate, call it the Period (i.e. average time between shots).
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: [Release] Laser Cannons v1.8
Numbers are shown as in equipment.plist where this field is called to recharge_rate and I named the column from there. Recharge period maybe more accurate but too long for a narrow column so now I changed to Delay, thank you for mention.jh145 wrote:instead of calling it the Rate, call it the Period (i.e. average time between shots).
Re: [Release] Laser Cannons v1.8
Thanks for making the change.
Another thing: where do the damage-before-overheat figures come from? Assuming cooldown at 6 heat units/sec and overheat at .85*256 = 217.6 heat units, I get some discrepancies with your quoted figures:
Another thing: where do the damage-before-overheat figures come from? Assuming cooldown at 6 heat units/sec and overheat at .85*256 = 217.6 heat units, I get some discrepancies with your quoted figures:
Code: Select all
calculated_dmax quoted_dmax rel_err_percent
[1,] 673.2000 700 3.9809863
[2,] 932.5714 960 2.9411765
[3,] 768.0000 780 1.5625000
[4,] 796.0976 900 13.0514706
[5,] 341.7801 600 75.5514706
[6,] 1400.3613 1600 14.2562288
[7,] 1865.1429 1860 -0.2757353
[8,] 1243.4286 1240 -0.2757353
[9,] 1740.8000 1760 1.1029412
[10,] 1243.4286 1240 -0.2757353
[11,] 1988.0727 1950 -1.9150571
[12,] 1400.3613 1500 7.1152145
[13,] 1400.3613 2800 99.9484004
[14,] 4352.0000 3760 -13.6029412
[15,] 3022.7478 3200 5.8639418
[16,] 2486.8571 2400 -3.4926471
[17,] 2678.1538 3200 19.4852941
[18,] 1483.6364 1500 1.1029412
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: [Release] Laser Cannons v1.8
I used a practical approach instead of an exact math: when I can fire 7 times with a weapon dealing 100 damage at each shot then I wrote 700 and not 673.2. Moreover sometimes an extra last shot is added when needed a bit more delay only to shot once more after the first overheat.jh145 wrote:where do the damage-before-overheat figures come from?
Regardless of my verifying efforts I can make mistakes due to these numbers are changed a lot during fine tuning so please tell me if you think you found a problematic value.
Re: [Release] Laser Cannons v1.8
Oops good point, one can only fire an integer number of shots ...
OK, in that case my figures are in generally good agreement with yours:The starred ones look far enough "off" to be worth worrying about.
OK, in that case my figures are in generally good agreement with yours:
Code: Select all
calculated_dmax quoted_dmax rel_err_percent
[1,] 700 700 0.00000
[2,] 960 960 0.00000
[3,] 780 780 0.00000
[4,] 900 900 0.00000
[5,] 600 600 0.00000
[6,] 1600 1600 0.00000
[7,] 1920 1860 -3.12500
[8,] 1280 1240 -3.12500
[9,] 1760 1760 0.00000
[10,] 1280 1240 -3.12500
[11,] 2000 1950 -2.50000
[12,] 1500 1500 0.00000
[13,] 1600 2800 75.00000 ***
[14,] 4360 3760 -13.76147 ***
[15,] 3200 3200 0.00000
[16,] 2560 2400 -6.25000
[17,] 2880 3200 11.11111 ***
[18,] 1500 1500 0.00000
- Norby
- ---- E L I T E ----
- Posts: 2577
- Joined: Mon May 20, 2013 9:53 pm
- Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
- Contact:
Re: [Release] Laser Cannons v1.8
I tested the differences within the game and confirmed my data in most cases except in these:
13. Kruger Battle Artillery Cannon: corrected to 1600, was an old value, thank you!
14. JK Plasma Artillery Cannon: corrected to 4000. I measured a bit less before, now 100 shots and 50 seconds needed to overheat. This mean practically never reach the red zone during normal combat.
13. Kruger Battle Artillery Cannon: corrected to 1600, was an old value, thank you!
14. JK Plasma Artillery Cannon: corrected to 4000. I measured a bit less before, now 100 shots and 50 seconds needed to overheat. This mean practically never reach the red zone during normal combat.