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v2.16 [all branches]

#31
(2018-02-23, 10:11 PM)Gladyon Wrote: The next 'big thing' will be a large rework on the ACB in order to add more feature to them while still keeping them very easy to use.

Please add "When in a resource zone" and "When not in a resource zone".

I built a ship for Adventure Mode that sits low in the water, so resource gatherers inside the ship count as submerged and won't work. I have to keep the deck clear, so I used a piston with resource gatherers mounted on it, and a section of ship deck on top. Currently I have to use "when ship speed < or >" to make it extend and retract.
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#32
(2018-02-26, 12:02 AM)Targa Wrote:
(2018-02-23, 10:11 PM)Gladyon Wrote: The next 'big thing' will be a large rework on the ACB in order to add more feature to them while still keeping them very easy to use.

Please add "When in a resource zone" and "When not in a resource zone".

I built a ship for Adventure Mode that sits low in the water, so resource gatherers inside the ship count as submerged and won't work. I have to keep the deck clear, so I used a piston with resource gatherers mounted on it, and a section of ship deck on top. Currently I have to use "when ship speed < or >" to make it extend and retract.

ACBs are gonna get much more changed, so I don't think Gladyon will change that yet, since he said the same to me about "no hostile missiles within ___"

That APS component will hopefully decrease the meta of FBTs, since they lose the advantage of easily ejectored shells.
(2017-04-20, 06:54 PM)Hikari Wrote: I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast
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#33
So, just saying - this is still a thing. Hypatos in this case, shooting lasers that zap straight through the hull. The white HA block is an armored compartment inside the main hull of the ship. Both the main hull and the armored "cabin" are unbroken, but the beams still slice in, and hit the player avatar that's seated inside the cabin. 140 points invested in brawler was enough to keep the avatar alive - barely.

   


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#34
Liondrome - "Maybe if there was some reason for people to vary their shell designs from nothing but HE based shells, the explosions wouldn't be as catastrophic."
Fun that is. Vertisality. Need to be using different things than mainstream. Experimentation. Wink
Also wood covered metal armour plus some ERA decoration pretty much immune to HE damage.

Gladyon - "The last 2.15 patch and the 2.16 one have fixed several game-crashing bugs, including one that came up when FtD was ported to Unity 5 and which was breaking PiDs, harpoon and strategic map."
So I can harpoon now to my heart's content?
Fire the TCP/IP missiles! Initiate porn upload to the enemy craft! Big Grin

CRAM - coz' mos of them I see are simple explosive ones. Try for timed fuses and mixed payload.

"no hostile missiles within ___" - can be solved by 3 acbs invertion:
one keeps doing the no-missile thing, the other switches it off when hostile ones within, the third keeps switching it on periodically by delay.
In case of opening weapons, remember to put a firing delay on them.
Do "hostile missiles within Z" detects torpedoes too?
From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73
MULTIPLAYER!

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#35
(2018-02-26, 02:48 PM)Normal69 Wrote: Do "hostile missiles within Z" detects torpedoes too?

It does.

Kind of annoying that there's no "torpedo detected within..." (*hint*). Main reason I often place my torp-interceptors on a CIWS-turret (that way, only that AI's missile detections are aimed at, aiming specifically at torps, and not shooting otherwise).

Not sure if torp-interceptors know that they're torps though, or whether they may start tracking missiles after being launched.
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#36
(2018-02-26, 03:02 PM)FourGreenFields Wrote:
(2018-02-26, 02:48 PM)Normal69 Wrote: Do "hostile missiles within Z" detects torpedoes too?

It does.

Kind of annoying that there's no "torpedo detected within..." (*hint*). Main reason I often place my torp-interceptors on a CIWS-turret (that way, only that AI's missile detections are aimed at, aiming specifically at torps, and not shooting otherwise).

Not sure if torp-interceptors know that they're torps though, or whether they may start tracking missiles after being launched.
I believe that there is a altitude setting for the cannon anti-missile controllers, and I think you can connect one of them to a turret with missiles and it will work. You may need an ACB, though, not sure, I would need to test it.
(2017-04-20, 06:54 PM)Hikari Wrote: I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast
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#37
Lack of distinction between torps & missiles was why I started writing a lua missile interceptor controller ( I must finish that, like the 100 other things ).
Poke my boat! mostly pre-2.0 learning & catalogue thread - Update: Heavy & light tanks 07/04/18 for 2.1. 6 ships made 2.0 aware. No more post-processing! finally! but now I can't read the forum.
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#38
(2018-02-26, 06:27 PM)Richard Dastardly Wrote: Lack of distinction between torps & missiles was why I started writing a lua missile interceptor controller ( I must finish that, like the 100 other things ).

If you hook up your under water detectors to a different mainframe than the ones above, all weapons connected to the surface mainframe will ignore torps.
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#39
I was under the impression that all detection data is shared vehicle-wide...probably because I always hook up everything for redundancy...hmm.
(2018-03-12, 05:51 AM)Chunkblaster Wrote: @Lord O' Talons What Anime is that?

(2018-03-12, 01:22 PM)Lord O Talons Wrote: BM effects and docking stations.

---lolwhat Big Grin
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#40
(2018-02-27, 01:27 PM)Tyr3n Wrote: I was under the impression that all detection data is shared vehicle-wide...probably because I always hook up everything for redundancy...hmm.

Missiles detection is managed differently than vehicles detection.

From the code I can confirm that it is local to the mainframe
A thing that I didn't knew previously despite the fact that I have modified that code to make the torpedo propellers detectable.
I really should read the code that I modify now and then....
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