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Ship with 2 forward lasers?
Posted: Thu Sep 06, 2012 7:10 pm
by S-P
I'm just wondering what ship attacked me earlier, it had two front lasers. I didn't get a good look at it as I was running for my life.
Anyone know what ship it might be, I'm using the below OXPs that add some ships.
Wolfwoods variants
Neolite compainion and wolfies
PAG old ships
Re: Ship with 2 forward lasers?
Posted: Thu Sep 06, 2012 7:17 pm
by Tricky
S-P wrote:I'm just wondering what ship attacked me earlier, it had two front lasers. I didn't get a good look at it as I was running for my life.
Anyone know what ship it might be, I'm using the below OXPs that add some ships.
Wolfwoods variants
Neolite compainion and wolfies
PAG old ships
Sounds like a Wolf. BTW, you don't need Wolfwoods variants because Neolite Wolfies replaces it.
Re: Ship with 2 forward lasers?
Posted: Thu Sep 06, 2012 7:21 pm
by Gimbal Locke
Re: Ship with 2 forward lasers?
Posted: Thu Sep 06, 2012 7:31 pm
by S-P
Tricky wrote:S-P wrote:I'm just wondering what ship attacked me earlier, it had two front lasers. I didn't get a good look at it as I was running for my life.
Anyone know what ship it might be, I'm using the below OXPs that add some ships.
Wolfwoods variants
Neolite compainion and wolfies
PAG old ships
Sounds like a Wolf. BTW, you don't need Wolfwoods variants because Neolite Wolfies replaces it.
Thanks Tricky, I probably added neolite and forgot to remove the old one.
Going to have to get me one of those Wolfs.
It may have been one of these, I'm not sure now..
Re: Ship with 2 forward lasers?
Posted: Thu Sep 06, 2012 8:00 pm
by Tricky
Add
Isis Interstellar's [wiki]Werewolf[/wiki] if you want another double front laser ship with the wolf theme.
Re: Ship with 2 forward lasers?
Posted: Thu Sep 06, 2012 8:29 pm
by Disembodied
S-P wrote:Thanks Tricky, I probably added neolite and forgot to remove the old one.
Going to have to get me one of those Wolfs.
There's always the
Iguana, too ... but note that a player never gets two lasers on the same facing. If you get a Wolf II, or an Iguana, or a Cat, you'll just have the one laser. A Wolf II is still a mean ship, though: and just that little bit meaner still is the rare Wolf II SE.
Re: Ship with 2 forward lasers?
Posted: Thu Sep 06, 2012 8:31 pm
by Shipbuilder
What about a Griff Krait ?
Re: Ship with 2 forward lasers?
Posted: Fri Sep 07, 2012 8:53 am
by S-P
Tricky wrote:Add
Isis Interstellar's [wiki]Werewolf[/wiki] if you want another double front laser ship with the wolf theme.
Those ships look dangerous.
Disembodied wrote:S-P wrote:Thanks Tricky, I probably added neolite and forgot to remove the old one.
Going to have to get me one of those Wolfs.
So the player can't have the double laser mounts.
Is it in the coding somewhere, that prevents the player having them?
Re: Ship with 2 forward lasers?
Posted: Fri Sep 07, 2012 8:58 am
by Disembodied
S-P wrote:So the player can't have the double laser mounts.
Is it in the coding somewhere, that prevents the player having them?
I imagine (although it should be stressed that, as regards code, "imagine" is all I can do - there could be tiny electronic mice doing the work here) that there isn't any code preventing the player having two laser mounts. It's more likely that no code exists to allow the player to have two laser mounts.
Re: Ship with 2 forward lasers?
Posted: Sat Sep 08, 2012 5:58 pm
by Cmdr James
It isnt so much that 2 lasers are explicitly prevented, but that the code assumes (and in some places enforces) that there are only 4 possible slots: front rear left and right.
Each mount point can only take one weapon, and the weapon must be one of the supported ones ie there is no "double laser" you could add.
Someone had a nice idea of fitting the rear laser so that it appears to be firing from the front. In principle I guess it wouldnt be too hard to have the 4 mountings more flexible in location but Im not convinced that is a good idea (and I am certainly not about to start making those types of changes).
Re: Ship with 2 forward lasers?
Posted: Sat Sep 08, 2012 6:08 pm
by Cody
Cmdr James wrote:Someone had a nice idea of fitting the rear laser so that it appears to be firing from the front.
I
think that's how the
Green Gecko does it... in fact, I'm sure that's how.
The two laser beams come from that double-barrelled fore laser quite nicely!
Re: Ship with 2 forward lasers?
Posted: Sat Sep 08, 2012 6:25 pm
by Wildeblood
Cmdr James wrote:...Each mount point can only take one weapon, and the weapon must be one of the supported ones...
Digressing from the multiple lasers theme for a moment: if you just want additional combinations of laser performance parameters how many places in the code do you need to add them? Last year Cdr. Jettison posted
this snippet from PlayerEntity.m where there are definitions like:-
Code: Select all
case WEAPON_PULSE_LASER :
weapon_energy_use = 0.8f;
weapon_shot_temperature = 7.0f;
weapon_reload_time = 0.5f;
break;
But they include no mention of range, so there must be
at least one other place where the various weapons are defined? So, are there two places to edit... or dozens?
Re: Ship with 2 forward lasers?
Posted: Sat Sep 08, 2012 6:28 pm
by JensAyton
Five.
Obviously if a developer felt it would be a good idea to add more weapon types, that would be a good time to put the various weapon parameters in the equipment definition instead of hard-coding them.
Re: Ship with 2 forward lasers?
Posted: Sat Sep 08, 2012 6:34 pm
by Cody
El Viejo wrote:I
think that's how the
Green Gecko does it... in fact, I'm sure that's how
The boffin tells me I'm wrong about that... hey-ho! <chortles merrily>
Re: Ship with 2 forward lasers?
Posted: Sat Sep 08, 2012 6:54 pm
by Wildeblood
Which is a year old today; happy birthday, Green Gecko! In that year, has anyone queried whether this is an error?
Code: Select all
this.shipWillExitWitchspace = function()
{
this.shipWillExitWitchspace = function()
{
if (Math.random() > 0.98) // Below statement will be executed only if a random number (range 0.0-1.0) higher than 0.98 is returned, i.e. 2% of the time
{
system.addShips(this.role1, this.count1, player.ship.position, 10000);
}
}
};