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Is this possible?

Posted: Wed Feb 03, 2010 3:25 pm
by ADCK
I have an idea for a ship i'm working on, its a real big ship with a massive cannon on the front.

But this isn't about the ship, it's about missiles.

I was wondering, I have a custom missile (it looks like a green-plasma-bullet-thingy) would it be possible to make a missiles AI not track a target and only fly forward, and either explode on impact or after a certain distance?

The end product would be quite devestating (if it works as i imagine it would) and would look awesome.

Can it be done?

Posted: Wed Feb 03, 2010 3:37 pm
by ClymAngus
your talking about a rocket, or a rail gun aren't you? Missile oxp's have been invented before I would suggest maybe looking at the salvage missile. That has to be pointing at a target to hit it. Also sub munitions have also been created as in missile rack. You might be able to combine and adjust the code to get what you need. If you do and it works a rocketpod oxp would be kind of funky. :D

Posted: Wed Feb 03, 2010 3:50 pm
by DaddyHoggy
Couldn't you just edit the missiles data so that it had terrible pitch and roll performance - that way it would effectively fly straight - I think the nuclear torpedoes are only good against big slow ships for this very reason.

Posted: Wed Feb 03, 2010 3:53 pm
by ADCK
DaddyHoggy wrote:
Couldn't you just edit the missiles data so that it had terrible pitch and roll performance - that way it would effectively fly straight - I think the nuclear torpedoes are only good against big slow ships for this very reason.
Ah of course, I believe you can do 0 pitch/roll as well, thanks that would be a rather simple (and obvious, dunno why i didnt think of it) way of doing it.

Posted: Wed Feb 03, 2010 4:00 pm
by Cmdr Wyvern
Most of your work has already been done. Daddy mentions nuclear torpedoes, so, simply modify a nuke to serve as the ammo for your railgun. Stick a big flasher on it's warhead end for the glow effect.

EDIT: I think there's a hardcoded limit as to how much missile ammo a ship can carry. I know it tops out at 16 for player ships.

Posted: Wed Feb 03, 2010 4:26 pm
by DaddyHoggy
Cmdr Wyvern wrote:
Most of your work has already been done. Daddy mentions nuclear torpedoes, so, simply modify a nuke to serve as the ammo for your railgun. Stick a big flasher on it's warhead end for the glow effect.

EDIT: I think there's a hardcoded limit as to how much missile ammo a ship can carry. I know it tops out at 16 for player ships.
The new limit is 16 (in any one go) but Kaks was pained to point out that replenishment is fully scriptable - so you could script a delay while shifting from internal stores or script replenishment from a supply ship....

Posted: Wed Feb 03, 2010 4:36 pm
by ADCK
ah yes, replenishment, does any oxp have an exaample of missile replenishment, eg infinite ammo?

Posted: Wed Feb 03, 2010 4:39 pm
by Sarin
Wait, weren't there some kind of missile packs? Is there some limit to how many missiles can one pack contain?

Posted: Wed Feb 03, 2010 4:51 pm
by ClymAngus
DaddyHoggy wrote:
Cmdr Wyvern wrote:
Most of your work has already been done. Daddy mentions nuclear torpedoes, so, simply modify a nuke to serve as the ammo for your railgun. Stick a big flasher on it's warhead end for the glow effect.

EDIT: I think there's a hardcoded limit as to how much missile ammo a ship can carry. I know it tops out at 16 for player ships.
The new limit is 16 (in any one go) but Kaks was pained to point out that replenishment is fully scriptable - so you could script a delay while shifting from internal stores or script replenishment from a supply ship....
Oooo what's the scripting language for that java?

Posted: Wed Feb 03, 2010 4:57 pm
by Cmdr James
All oolite is javascript (with some legacy exceptions that we dont talk about).

Javascript != java ;)

Posted: Wed Feb 03, 2010 5:36 pm
by Cmdr Wyvern
Sarin wrote:
Wait, weren't there some kind of missile packs? Is there some limit to how many missiles can one pack contain?
If I remember right, Thargy made rack-mounted missiles. Each rack mounted on a pylon, and loaded three missiles each. You could mount as many racks as you had free pylons, and in such a way, could carry missiles out the wazoo. It was pretty clever way to work around the 16-round limit.

Posted: Wed Feb 03, 2010 5:37 pm
by ClymAngus
Hey I'd pack a rail gun if one was an option. Oh remember to auto detonate the rounds after a certain distance else they will go on forever and slow your machine.

Posted: Wed Feb 03, 2010 6:23 pm
by Thargoid
Cmdr Wyvern wrote:
If I remember right, Thargy made rack-mounted missiles. Each rack mounted on a pylon, and loaded three missiles each. You could mount as many racks as you had free pylons, and in such a way, could carry missiles out the wazoo. It was pretty clever way to work around the 16-round limit.
Yup, OXP imaginatively called "Missile Rack", and comes in three flavours for your delectation and delight (downloadable via the links below). Each mini-missile are of lower power than their standard kit equivalent (so as not to unbalance things), but could turn the right ship into a flying missile battery.

On the original topic, have a look also at my Probe Missile OXP. That does the kind of flight that you're after, a quick mod to the scripting/AI would make it just what you're trying to make by going kaboom (with an Earth-shattering kaboom) at an appropriate point rather than scanning and returning.

Posted: Wed Feb 03, 2010 7:19 pm
by JazHaz
Thargoid wrote:
make it just what you're trying to make by going kaboom (with an Earth-shattering kaboom) at an appropriate point
Suggest not! We don't want another planet killing weapon out there! :roll: :twisted:

Posted: Wed Feb 03, 2010 7:36 pm
by Cmdr Wyvern
JazHaz wrote:
Suggest not! We don't want another planet killing weapon out there! :roll: :twisted:
Seriously!

"Hey! Would you mind not blowing up my homeworld? How rude! :grumble: Frakin' Vogons..."