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Nighthawk

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Posts: 141
Reply with quote  #31 
check the push radius of TSN starbases against beam ranges for kraliens and arvonians. (10th scale A)
I played a game yesterday and there was a bunch of ships (10 or so) surrounding a starbase, but the starbase wasn't taking any damage. I ran over there as fast as I could, but I picked up no distress messages from the station, and their sensor scan showed full shields.
I figured they weren't getting close enough.

ryleyra

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Posts: 2,896
Reply with quote  #32 
Do you remember what kind of base it was? I don't see anything in vesselData, and I ran a quick test and was able to get with 90 m of the Industrial Base, which is well within firing range for most ships.

I'll run a more robust test where I summon ships with the GM module and see if they can attack each of the base types, but if I could narrow the test down it would help.

It's possible it was the number of ships that was the issue. As in, they were so close to each other they were preventing each other from getting to the base.
ryleyra

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Reply with quote  #33 
Okay, I found there problem. There is nothing wrong with the pushradius or the firing ranges of any of the ships, but the game is hardcoded for enemy ships to stop closing with their target at 600 meters. That means that any ship with less than 600 beam range will not initiate fire on their target.

I have two ways I can deal with this issue:

1) Ignore it. It can just be understood that in Tenth Scale A and Quarter Scale B, enemies won't attack bases, and the game will just be that much easier. Drones still are fired at bases, and I can increase the maximum range of the Skaraan Executor's and Torgoth Levianthan's long range beam cannons from 500 to 600.

2) Remove the 1/4 range variations and make all versions 1/2 beam range. This would make the range 5 times greater in the Tenth Scale mod, but torpedoes already have 10 times the range.

It might be a good idea going forward to note that Artemis mods should not try to use any beam range less than 600 meters.
MarkBell

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Posts: 1,903
Reply with quote  #34 
Moving to off topic.
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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Sangennaru

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Posts: 2
Reply with quote  #35 

Apologies for the threadomancy, and for introducing myself here.

I've found your mod and it looks quite exactely like what i was after. I will try it tonight and get back for feedback in the weekend, but i want to thank you for your great work right now! 

Cheers

Jack

ryleyra

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Posts: 2,896
Reply with quote  #36 
Just a warning, this mod has not been updated for 2.4. I think it will work with 2.4, but you will lose the Ximni ships and the Mine Layer and Juggernaut. I do plan to update it eventually, but personal life is keeping me busy. [biggrin]
Sangennaru

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Posts: 2
Reply with quote  #37 

Thanks for the warning! For what it's worth, i'm slightly editing the ships myself, since i wanted to have a fighter or two (for some potential unespected extra friends coming to visit) in the light cruiser. 

 

Everything seems to work very smoothly, however when i got close enough to shoot with a fighter, when pressing space an exception is thrown, and the client software crashes. Any idea on what might cause that? I simply edited some parameters in the xml file, and added the 

<carrierload fighter="4" bomber="2"/>

line in the ship stats. 

 

Cheers, and thanks again for the great work! 

Jack

ryleyra

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Reply with quote  #38 
I'm not sure. I'll look into it.
Errol

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Posts: 3
Reply with quote  #39 
Has anyone tested this in newer versions of artemis?
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