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Author Topic: DEM missiles weapon_data  (Read 764 times)

BaBosa

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DEM missiles weapon_data
« on: June 20, 2023, 03:30:49 AM »

I was looking at the DEMs in the weapon_data file and I am confused. Like the gazer weapon is listed as having 200 damage instead of 1000 (the gazer_payload has the expected 100 dps).

Then the dps and burst lengths look weird;
Gorgon_payload has 800 dps but a burst of 0.9
Hydra_payload has 500 dps but a burst of 0.9 (x6)
Dragon_payload has 8000 dps but a burst of 0.25
Gazer_payload has 100 dps with a burst of 10.

The gazer looks right and makes it clear that the burst is the time the laser lasts but then it looks like the dragon does only 2000 damage instead of 4000, that gorgon only does 720 damage and hydra only does 2700 damage.

Also the dragonfire and gorgon have a delay between getting into range and firing. Dragon takes like 5 seconds and Gorgons 2. Where do I find this number?
« Last Edit: June 20, 2023, 03:35:24 AM by BaBosa »
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prav

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Re: DEM missiles weapon_data
« Reply #1 on: June 20, 2023, 04:43:15 AM »

Look in the missile's projectile file, eg data\weapons\proj\dragon.proj
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BaBosa

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Re: DEM missiles weapon_data
« Reply #2 on: June 20, 2023, 07:33:28 AM »

Ahh thanks. So that has the targeting time which is cool.

I don't understand how the damage works as
Increasing the firing time causes the laser to go off multiple times
Increasing the burstsize from 0.25 to 0.5 changed the damage from 4000 to 6000.
Changing the burst delay didn't do anything.
Changing chargedown had some weird effects. Changing it from 0.75 to 0 caused it to fire twice but for a shorter time and only did 3000 damage. Changing it to 0.25 and it just fired once for less time and then changing it to 5 increased the damage to 6000.
So I'm really confused there.

Changing the flight time variable works but the proj speed variable didn't change the speed of the missile which is something I wanted to do.
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Amazigh

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Re: DEM missiles weapon_data
« Reply #3 on: June 20, 2023, 12:35:52 PM »

Ahh thanks. So that has the targeting time which is cool.

I don't understand how the damage works as
Increasing the firing time causes the laser to go off multiple times
Increasing the burstsize from 0.25 to 0.5 changed the damage from 4000 to 6000.
Changing the burst delay didn't do anything.
Changing chargedown had some weird effects. Changing it from 0.75 to 0 caused it to fire twice but for a shorter time and only did 3000 damage. Changing it to 0.25 and it just fired once for less time and then changing it to 5 increased the damage to 6000.
So I'm really confused there.

Changing the flight time variable works but the proj speed variable didn't change the speed of the missile which is something I wanted to do.

Weapon_Data.csv
For the "missile" weapon:
- the damage/shot value represents the damage the missile will do if it hits something in-flight, not the beam damage. (beam damage is handled by a mix of the payload weapon and the DEM script)
- proj speed is the maximum speed the missile can accelerate to (see the "engineSpec" in the .proj file for acceleration/turning stats)
- launch speed is the initial speed the missile is fired from the launcher at.

For the "Payload" weapon:
It's a beam weapon, so:
- burst size is time in seconds the beam fires at full power
- chargeup/chargedown, are times before/after the full power portion that the beam will fire, but dealing ~1/3 damage during this time
- burst delay is time between bursts.


For data\weapons\proj\dragon.proj
- "firingTime" is how long the assigned weapon will fire for

In summary (for the dragons base stats):
Once triggered, the weapon, (which in this case is the beam weapon "dragon_payload") has a 1 second "firingTime"
- It starts with "burst size - 0.25" so 0.25 seconds of 8000 damage/second, giving 2000 damage
- Then you have "chargedown - 0.75" so 0.75 seconds of 2666.666 damage/second (1/3 of 8000 damage/second), giving another 2000 damage
we have now reached the full firingTime (0.25+0.75=1) so the weapon stops firing and the DEM is despawned.
And with the values combined this totals in at the expected 4000 damage
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BaBosa

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Re: DEM missiles weapon_data
« Reply #4 on: June 20, 2023, 05:13:30 PM »

Ahh thanks. So that has the targeting time which is cool.

I don't understand how the damage works as
Increasing the firing time causes the laser to go off multiple times
Increasing the burstsize from 0.25 to 0.5 changed the damage from 4000 to 6000.
Changing the burst delay didn't do anything.
Changing chargedown had some weird effects. Changing it from 0.75 to 0 caused it to fire twice but for a shorter time and only did 3000 damage. Changing it to 0.25 and it just fired once for less time and then changing it to 5 increased the damage to 6000.
So I'm really confused there.

Changing the flight time variable works but the proj speed variable didn't change the speed of the missile which is something I wanted to do.

Weapon_Data.csv
For the "missile" weapon:
- the damage/shot value represents the damage the missile will do if it hits something in-flight, not the beam damage. (beam damage is handled by a mix of the payload weapon and the DEM script)
- proj speed is the maximum speed the missile can accelerate to (see the "engineSpec" in the .proj file for acceleration/turning stats)
- launch speed is the initial speed the missile is fired from the launcher at.

For the "Payload" weapon:
It's a beam weapon, so:
- burst size is time in seconds the beam fires at full power
- chargeup/chargedown, are times before/after the full power portion that the beam will fire, but dealing ~1/3 damage during this time
- burst delay is time between bursts.

For data\weapons\proj\dragon.proj
- "firingTime" is how long the assigned weapon will fire for

In summary (for the dragons base stats):
Once triggered, the weapon, (which in this case is the beam weapon "dragon_payload") has a 1 second "firingTime"
- It starts with "burst size - 0.25" so 0.25 seconds of 8000 damage/second, giving 2000 damage
- Then you have "chargedown - 0.75" so 0.75 seconds of 2666.666 damage/second (1/3 of 8000 damage/second), giving another 2000 damage
we have now reached the full firingTime (0.25+0.75=1) so the weapon stops firing and the DEM is despawned.
And with the values combined this totals in at the expected 4000 damage
Ahh, I did not know about the 1/3 damage during cooldown and that the damage/shot was still for collisions on DEMs. Thanks.

I added a bunch of 0's to both the proj speed and the acc in the engine spec but the speed still didn't change. Adding 0's to the other variables in engine spec did speed up its turns but not its forward motion or acceleration.
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