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Posted: Mon Oct 11, 2010 12:15 pm
by Killer Wolf
Thanks for all the comments
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!
Posted: Mon Oct 11, 2010 2:21 pm
by Arexack_Heretic
another_commander wrote:Commander McLane wrote: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.
Posted: Mon Oct 11, 2010 5:24 pm
by Commander McLane
Killer Wolf wrote:Thanks for all the comments
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).
Posted: Mon Oct 11, 2010 6:12 pm
by Killer Wolf
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/.
Posted: Mon Oct 11, 2010 6:41 pm
by Kaks
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...
Posted: Mon Oct 11, 2010 8:04 pm
by Eric Walch
Kaks wrote: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:
Code: Select all
maxEnergy = [shipDict oo_floatForKey:@"max_energy" defaultValue:200.0f];
energy_recharge_rate = [shipDict oo_floatForKey:@"energy_recharge_rate" defaultValue:1.0f];
Default values for ships and subentities are alike. Also do subentities recharge.
I just checked. It was not in the wiki, but it is now.
EDIT: And I just made a discovery. With the mac-console you can even set up an inspector for a subentity by targeting the ship and typing:
Code: Select all
PS.target.subEntities[1].inspect()
This allows to follow the energy change "live". Frangible subentities do recharge!
Posted: Tue Oct 12, 2010 9:15 am
by maik
Thargoid wrote: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...
Posted: Tue Oct 12, 2010 10:05 am
by Thargoid
It doesn't, it just re-orients the direction in which the player ship is facing (and maybe spins them around a bit in the process).
The maneuverability and handling of the ship are otherwise not affected.
Posted: Tue Oct 12, 2010 10:38 am
by maik
Thargoid wrote:It doesn't, it just re-orients the direction in which the player ship is facing (and maybe spins them around a bit in the process).
The maneuverability and handling of the ship are otherwise not affected.
That by its own would already be an interesting side effect of having a (larger) frangible part blown off.
Re: [RELEASE] : Reduxed Vampires
Posted: Mon May 16, 2011 10:52 am
by maik
Added the Reduxed Vampires to the [wiki]OXP List[/wiki].
Re: [RELEASE] : Reduxed Vampires
Posted: Thu Jun 23, 2011 8:12 pm
by Cmdr Wyvern
A per this screenshot, I did some tweaking of the Vamp's engine jets.
http://www.box.net/shared/tq99q89a40l648zt6hof
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
Re: [RELEASE] : Reduxed Vampires
Posted: Thu Jun 23, 2011 8:27 pm
by DaddyHoggy
Pretty engine - I like a lot...
Re: [RELEASE] : Reduxed Vampires
Posted: Tue Apr 19, 2022 7:33 pm
by Cholmondely
Wiki page now up:
Reduxed Vampires
I hope that this now means that each of KW's OXP's has its own wiki page. This is not true of all the HUDs (
ie those which are part of another oxp).
Killer Wolf &
Isis Interstellar give a way in to the entire collection, as does the
Isis Interstellar category