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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986261 times)

Alex

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Re: Neutrino Corp. (v. 1.375)
« Reply #240 on: September 02, 2012, 01:05:54 PM »

Ack. Even I thought the behavior was different in that particular case. Especially because it's advantageous with poorly guided missiles to shoot behind the target to get the missile to chase. Rather than trying to intercept the target perpendicularly.

Actually, what I said isn't quite right. It'll lead the target with unguided missiles, yes. But with poorly guided missiles it tries to kill the relative velocity between ships prior to launch (and it'll actually try to do this with unguided missiles, as well).

Edit: The exact details aren't exactly suited for a clear explanation - there are a *lot* of edge cases here, with slightly different behavior - depending on ammo count, relative ship sizes, hitpoints, etc. So, let's just say that it tries to do the smart thing (not to say it always succeeds) and does take ship movement into account - in various ways - when trying to aim all types of weapons.
« Last Edit: September 02, 2012, 01:11:11 PM by Alex »
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FlashFrozen

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Re: Neutrino Corp. (v. 1.375)
« Reply #241 on: September 02, 2012, 01:28:17 PM »

eep my bad, I keep forgetting that only elite crews tend to be a good shot xP

but yeah, green and standard crew are woefully inaccurate with leading :D

But photons seem to ignore leading, because of it's missily nature, pulse lasers and heavy blasters lead, but the mining blaster isn't as well aimed

example of what I mean by lack of lead, this is with elite crew the hound is moving perpendicular, but the turrets will still point directly at it as if it was a beam weapon
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Here it leads fairly well if not for the mining blasters low turn rate
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« Last Edit: September 02, 2012, 01:35:33 PM by FlashFrozen »
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FlashFrozen

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Re: Neutrino Corp. (v. 1.4)
« Reply #242 on: November 25, 2012, 11:46:25 AM »

Generic update to 1.4

Added Causality phase frigate,




Dropped FP of fleets across most fleets, made a fleet with one capital ship and very light escort to tempt those into attacking :P
Minor tweaks to weapons,
Added ships to the simulator, can remove if wants since I can't seem to make them at the end of the simulator list.
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ValkyriaL

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Re: Neutrino Corp. (v. 1.375)
« Reply #243 on: November 25, 2012, 12:13:43 PM »

No chance against my Vatican Mk.II :P
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FlashFrozen

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Re: Neutrino Corp. (v. 1.4)
« Reply #244 on: November 25, 2012, 01:58:54 PM »

I can always make something up that can :P
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ValkyriaL

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Re: Neutrino Corp. (v. 1.4)
« Reply #245 on: November 25, 2012, 02:23:02 PM »

Really? something that can best this? bring it on!  ;D
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"you probably can" =D
« Last Edit: November 25, 2012, 02:28:01 PM by ValkyriaL »
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conorano

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Re: Neutrino Corp. (v. 1.4)
« Reply #246 on: November 26, 2012, 07:25:01 AM »

Really? something that can best this? bring it on!  ;D
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"you probably can" =D

the hammer class would smash it to pieces, literaly  :P
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ValkyriaL

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Re: Neutrino Corp. (v. 1.4)
« Reply #247 on: November 26, 2012, 08:00:57 AM »

The mega hammer is not a vanilla friendly ship, so it doesn't count :P

The normal hammer "could" do it, but i don't believe it can, i have complete faith in my Vatican :p
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Reshy

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Re: Neutrino Corp. (v. 1.4)
« Reply #248 on: November 26, 2012, 09:35:06 AM »

The hammer also considers itself a civilian ship for whatever reason. 
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FlashFrozen

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Re: Neutrino Corp. (v. 1.4)
« Reply #249 on: November 26, 2012, 09:58:41 AM »

Probably through the lack of weapons normally installed :P
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Reshy

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Re: Neutrino Corp. (v. 1.4)
« Reply #250 on: November 26, 2012, 10:28:14 AM »

It's also slow as sin.
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silentstormpt

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Re: Neutrino Corp. (v. 1.4)
« Reply #251 on: November 26, 2012, 10:57:56 AM »

The hammer also considers itself a civilian ship for whatever reason. 

That is actually "fixable" by setting their hullSize": into something smaller, i had all my ships on the Star Control to FRIGATE size
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FlashFrozen

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Re: Neutrino Corp. (v. 1.5)
« Reply #252 on: November 26, 2012, 12:15:36 PM »

But that will also change the op costs for hull mods and things, though it is still a joke ship lol.

Jan 17th Edit:

- Schwarm Drone -

These fellas come in packs of 42, batteries sold separately.

- Unsung -

A monster that will not see the light of day. 6 large universals guarantee front superiority but a lack of rear armament means crafty frigate pilots can butt-hug all day as long the shields aren't pointed rearward.


Schwarm is implemented in campaign, the Unsung is not, no real plans on implementing it yet (maybe when multiple systems are intro'd) but is readily available to be inserted into the station if you dig in the neutrinoGen file.
Couple of new weapons, might have those tweaked a bit later on. Redone the Advanced torpedo launchers to make them slightly more unique, they are now energy mirvs :D (don't get fooled by the onscreen dps it'll pump out a bit more than that.)

A 10 Fp Schwarm wing of 42 drones has effectively around 980 Energy DPS, while not as effective against on other pd/interceptors they will easily survive meagre anti fighter attempts, but will succumb to pilum / annihilator spam/energy pd spam. A great distraction to enemies for you to slip in any form of strike weapon,

For a comparison, 2 wings of 4 FP wasps has a energy dps of 900

Some of the weapons added may get an impending nerf depending on how they play out, such as the Dual PBC and the Advanced Photons, otherwise plans for a Phase-carrier are in place but no progress has been made :D

Code
Version 1.5
-Added Unsung Capital
-Added Schwarm drone fighters
-Increased Schwarzgeist bomber wing size to 3
-Lowered Schwarzgeist hp and flux dissip
-Increased Drohne scout wing size to 2
-Lowered Drohne hp
-Lowered some op costs for weapons, reworked Advanced Photons, changed Antiproton laser,
-Reduced FP cost of Banshee to 26
-Lowered FP cost of Nirvash to 16
-Slightly lowered armor of Nirvash from 1450 => 1400
-Added one more derp launcher to the Jackhammer
-Added some more variants
« Last Edit: February 10, 2013, 10:00:23 AM by FlashFrozen »
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Alex

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Re: Neutrino Corp. (v. 1.4)
« Reply #253 on: November 26, 2012, 12:27:50 PM »

The hammer also considers itself a civilian ship for whatever reason. 

That is actually "fixable" by setting their hullSize": into something smaller, i had all my ships on the Star Control to FRIGATE size

Just FYI - there's a new field in ship_data.csv that lets you specify that something is civilian. If that's not specified, a ship will be assumed military unless it's got more than half of its OP unspent.
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Krelian

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Re: Neutrino Corp. (v. 1.4)
« Reply #254 on: February 06, 2013, 11:53:21 PM »

Generic update to 1.4

Added Causality phase frigate,




Dropped FP of fleets across most fleets, made a fleet with one capital ship and very light escort to tempt those into attacking :P
Minor tweaks to weapons,
Added ships to the simulator, can remove if wants since I can't seem to make them at the end of the simulator list.

kudos for the design
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