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Re: Laser cooldown property?

Posted: Fri Jul 31, 2015 4:06 pm
by Cody
Layne wrote:
Of course, to be entirely fair, the bad guys would have to get them as well...
<chortles> That's something I'd rather like to see applied to quite a few OXPs - stuff like snipersights and target locks.

Re: Laser cooldown property?

Posted: Fri Jul 31, 2015 4:46 pm
by cim
Layne wrote:
Of course, to be entirely fair, the bad guys would have to get them as well, and then, *pew pew pew*, there goes your paint job.
NPC laser cooling boosters have been possible since 1.77 (before then NPCs didn't track laser heat) though only for those NPCs with subentity-mounted weapons.

Re: Laser cooldown property?

Posted: Sun Aug 02, 2015 4:04 am
by Paladin Tux
Lone_Wolf wrote:
laser settings description

[wiki]LaserCannons[/wiki] and New lasers

tweak those settings to create different types of lasers.

a few hypothetical examples :

set damage to 30k , energy to 256 , shot_temperature to 218 .
Put that on a cobra3 and you get a one-shot laser that is capable of destroying a coriolis station but your cobra will have almost no energy left, and your laser will be cold a long time before you can have enough energy to fire a 2nd shot.

set damage, energy , shot_temperature and recharge_rate all to .1 .
This will result in a continously firing laser that will take very very long to destroy anything.


If you describe what kind of behaviour you expect from a gattling laser, we may be able to figure out something.
Forcing you to fire short bursts of laser. Like a mil laser overheating and cooling down, only faster.

Re: Laser cooldown property?

Posted: Sun Aug 02, 2015 9:24 am
by Norby
Paladin Tux wrote:
Like a mil laser overheating and cooling down, only faster.
Are you tried [wiki]Laser Cooler[/wiki] equipment?

Re: Laser cooldown property?

Posted: Sun Aug 02, 2015 11:36 am
by Paladin Tux
No, due to technical difficulties I can't get it, but I presume that once you activate it, you then set shotTemperature to a negative number?

Another question: What about the heat limit? Does it have to be 217?

Re: Laser cooldown property?

Posted: Sun Aug 02, 2015 2:02 pm
by Norby
Paladin Tux wrote:
once you activate it, you then set shotTemperature to a negative number?
Yes, by replacing the laser to another with negative heat and 0 damage until cooled down.
Paladin Tux wrote:
What about the heat limit? Does it have to be 217?
217.6 = 85% of 256.

Re: Laser cooldown property?

Posted: Fri Aug 07, 2015 10:30 am
by Paladin Tux
Ummmmm?

217.6 is 85% of 256? Does that help me?

Re: Laser cooldown property?

Posted: Fri Aug 07, 2015 1:43 pm
by Norby
Paladin Tux wrote:
217.6 is 85% of 256? Does that help me?
No, just a bit more precise and show how calculated, but an OXP can not change it.

Re: Laser cooldown property?

Posted: Sat Aug 08, 2015 5:57 am
by Paladin Tux
Then is there another way to make a proper gatteling laser?

Re: Laser cooldown property?

Posted: Sat Aug 08, 2015 2:05 pm
by Layne
Paladin Tux wrote:
Then is there another way to make a proper gatteling laser?
Offhand, this may be the sort of thing you're thinking of:

Code: Select all

(
		9, 30000, "Chain Laser",
		"EQ_WEAPON_CHAIN_LASER",
		"A rapidly rotating barrel of smaller lasers that fire in sequence.  Very effective in short bursts but quick to overheat.",
			available_to_all = true;
			weapon_info = {
				range = 12000;
				energy = 0.8;
				damage = 15.0;
				recharge_rate = 0.2;
				shot_temperature = 20.0;
				color = "0.75 0.35 0";
				threat_assessment = 0.25;
			};
	)
I haven't tested this out but it should fire off a staccato burst of laser fire with the feel of a Gatling gun, chewing up an enemy ship like a swarm of piranha in a Mongolian buffet. It'll overheat pretty quickly and then cut out. It is probably not the slightest bit balanced and will either be horribly over-powered or ludicrously ineffective. It may force other space pirates to laugh about you behind your back, to your face, or somewhat off to one side while pretending to cough.

Re: Laser cooldown property?

Posted: Sat Aug 08, 2015 8:03 pm
by Norby
Paladin Tux wrote:
I would heat up the laser and quickly cool it down and continue.
Imho [wiki]Laser Cooler[/wiki] roughly solve this. Most small details are adjustable except that you must keep up firing during cooldown periods.

Even possible to make an uber laser with instant cooldown when a single shot fired with a mega-cooler. So the main question is the exact timings of the heatup and cooldown what you want and I can make a laser for you with a built-in cooler.

Re: Laser cooldown property?

Posted: Sun Aug 09, 2015 3:41 am
by Paladin Tux
Is it able to be fully integrated and automated?

So once you fire you just click one more time and it sets it back to zero heat without pressing an other buttons?

Re: Laser cooldown property?

Posted: Sun Aug 09, 2015 12:58 pm
by Norby
Paladin Tux wrote:
Is it able to be fully integrated and automated?
Try it. :)

Re: Laser cooldown property?

Posted: Sun Aug 09, 2015 3:35 pm
by Duggan
The Quad cooled Lance and Ferman 180 Military laser might possibly have a Quirium fuel cost if it's do able. failing that , the LF180 remains the beast of choice against the bugs.

Too uber ? the decision is as ever the player's.
10, 60000, "Military Laser",
"EQ_WEAPON_LF_180_MILITARY_LASER",
"Increased power beam laser, developed for Naval use.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
weapon_info = {
range = 50000;
energy = 1.1;
damage = 60.0;
recharge_rate = 0.1;
shot_temperature = 2.25;
color = "magentaColor";
threat_assessment = 1.0;