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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1430148 times)

silentstormpt

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1050 on: January 10, 2013, 07:51:26 AM »

Okim heres a version of the dish that will follow your current target instead of doing the 360ยบ rotation, just add a new float to get the angle based on the ships and the target ships coords:

float angleToTarget = 0f

if(weapon.getShip().getShipTarget() != null)
angleToTarget = (float) Math.toDegrees(Vector2f.angle(weapon.getShip().getLocation(), weapon.getShip().getShipTarget().getLocation()));

and change the facing of the weapon:

float facing =  ((weapon.getShip() != null && weapon.getShip().getShipTarget() != null) ? angleToTarget : 0);
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Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1051 on: January 10, 2013, 08:55:27 AM »

Thanks, i was thinking of using targetting units that follow the weapon on large RSF ships. This code might be handy for those :)

Wyvern

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1052 on: January 10, 2013, 09:33:31 AM »

Really liking some of the new weapons, weapon graphics, and balancing - especially for the RSF's energy weapons.

The new dual blastcannon may be a bit off, though - haven't tested it, so it's possible that there's just another display bug, but the displayed DPS numbers seem a bit low for a large weapon.
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Wyvern is 100% correct about the math.

Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1053 on: January 10, 2013, 10:41:37 PM »

Its with a proximity trigger that also counts in. But i agree - it should have some better rate of fire.

Normally i was planning to create a Blast Chaingun instead of that weapon. A mix of Reaper chaingun and Blastgun that XLE have. Something close to original Thumper, but with HE damage instead of fragmentation.

I must confess that i really appreciate your feedback. With each new weapon/ship its becomes more difficult to track balance of the mod :)

Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1054 on: January 10, 2013, 11:13:23 PM »

Hey, i just found this on youtube. Wasn`t even aware of how many vids you guys made about my mod! Thanks to all involved.

Vids are a bit outdated though, but still - its nice to see people piloting those ugly old sprites :)

Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1055 on: January 11, 2013, 12:03:50 AM »

Added some history lore to the first page. Not much, but at least something :)

Strifen

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1056 on: January 11, 2013, 12:54:52 AM »

I liked those 'ugly old sprites', and hoped they might return later as older timeline variants as a part of salvaged, lost, or abducted fleets.

guess not...?
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Wyvern

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1057 on: January 11, 2013, 09:25:02 AM »

Ah, speaking of feedback - the microlaser may have been over-nerfed; it usually takes three to four shots to kill one missile now, and I've found myself abandoning its use in favor of beamers or various forms of medium energy point-defense weapons.  Or even (gasp) flak cannons.  (Yeah, I still try to avoid using weapons with non-regenerating ammunition; that's a personal quirk of mine.)
« Last Edit: January 11, 2013, 11:20:20 AM by Wyvern »
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Wyvern is 100% correct about the math.

Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1058 on: January 11, 2013, 09:59:07 AM »

It deals 20 damage per shot. Normal missile has 100 hps. Ugrs, Arrows and micromissiles are the intended targets for microlasers. They all have low hp (20-75).

I`ll try increasing its damage up to 50 per shot (250 with 0.2 sec fire).

Wyvern

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1059 on: January 11, 2013, 10:04:00 AM »

That's likely overkill - it was at 200dps with .2 sec fire before, and that was, imo, fine; I could even see a slight nerf from there being acceptable - just, cutting it in half was (again, imo) too much.

Alternatively, leave it where it is and remove the ammo limitations - if it's supposed to be targetting micromissiles and the like, well, those tend to come in large groups...
Hm.  I may need to run some tests myself, see if I can find a good place for its stats.
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Wyvern is 100% correct about the math.

Spardok

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1060 on: January 11, 2013, 10:44:12 AM »

I'm guessing there's no way to lower the fire rate and have it fire two or three beams at once, lowering single beam dps.
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Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1061 on: January 12, 2013, 02:09:00 PM »

An animated venting process on ISA Colorado heavy frigate.

http://www.okim.nickersonm.com/SF/AnimatedVenting.avi

The idea was to make hidden vents on ISA ships that will open when a ship is venting. So far i just made a script for starting, pausing and releasing the animation. Later i think i`ll be adding a smoke or glow of sorts.

Script is simple, but it forced me to spent some hours figuring out the problems (my java sucks). Eventually Alex helped with pointers (was using incorrect plugin) and after few more hours the script began to do what i wanted it to do (YAY!).

Feel free to use this script where ever you wish: http://www.okim.nickersonm.com/SF/AnimatedVents.java
« Last Edit: January 12, 2013, 02:13:06 PM by Okim »
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silentstormpt

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1062 on: January 12, 2013, 02:23:21 PM »

An animated venting process on ISA Colorado heavy frigate.

http://www.okim.nickersonm.com/SF/AnimatedVenting.avi

The idea was to make hidden vents on ISA ships that will open when a ship is venting. So far i just made a script for starting, pausing and releasing the animation. Later i think i`ll be adding a smoke or glow of sorts.

Script is simple, but it forced me to spent some hours figuring out the problems (my java sucks). Eventually Alex helped with pointers (was using incorrect plugin) and after few more hours the script began to do what i wanted it to do (YAY!).

Feel free to use this script where ever you wish: http://www.okim.nickersonm.com/SF/AnimatedVents.java


oh well you could have asked, made that one 3 days ago ;D - thanks for sharing tho

Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;

public class AnimationWhenVentingOn implements EveryFrameWeaponEffectPlugin
{
public void advance (float amount, CombatEngineAPI engine, WeaponAPI weapon)
        {
            if (engine.isPaused()) return;

            AnimationAPI animation = weapon.getAnimation();
                
                   if(weapon.getShip().getFluxTracker().isVenting())
                        animation.play();
                   else
                        animation.pause();
}
}

btw you seen the EMP script psiyon made? its possible to make small emp lightnings when a ship is overloaded, quite nice to watch, also it doesnt need to add any weapons since it changes the actual combat engine
« Last Edit: January 12, 2013, 02:27:18 PM by silentstormpt »
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The Soldier

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1063 on: January 12, 2013, 02:36:32 PM »

Well, that venting animation is epic! :D Mind if I use it for my mod?
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Thaago

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1064 on: January 12, 2013, 05:40:06 PM »

Haha cool! I really like that animation.
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