Author Topic: Expansion of Realistic Technology by glenflet  (Read 2062 times)

Offline Mark McWire

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Expansion of Realistic Technology by glenflet
« on: March 05, 2018, 05:06:18 PM »
My scripts for new TorpedoTechs:

See https://gist.github.com/MarkMcWire

Offline Tethys

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Re: Expansion of Realistic Technology by glenflet
« Reply #1 on: March 05, 2018, 06:20:06 PM »
I have been experimenting with torpedoes that do just this. I have actually created some torpedo types that will knock subsystems offline, such as engines (I think I added this torpedo to the Steamrunner as a salute to ST Armada) and a weapons subsystem disabling torpedo for the Luna class science variant. So it is possible with some clever coding, such as when torpedo hits shields, writing the script to produce additional damage to subsystems.

See Phalantium.py and PhalantiumWave.py for some ideas :)

Offline Mark McWire

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Re: Expansion of Realistic Technology by glenflet
« Reply #2 on: March 05, 2018, 06:36:12 PM »
I will using canonical information to create weapon effects. Like the links I posted, some particles or radiations are canonically associated to special effects.

 

Offline Tethys

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Re: Expansion of Realistic Technology by glenflet
« Reply #3 on: March 05, 2018, 07:02:02 PM »
Can also be adapted to produce many unique effects, possibly even gravitational anomalies that last x amount of seconds and then dissipate. I am interested to see your finished products

Offline KrrKs

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Re: Expansion of Realistic Technology by glenflet
« Reply #4 on: March 06, 2018, 01:20:38 PM »
A bunch of those already exist.
If you have KM, take a look into scripts/custom/Techs and scripts/ftb/tech.

A Poleron beam, i.e. a beamweapon that phases through shields does not exist yet.
Probably because it might be too tricky to implement properly. AFAIK you can't prevent shields from stopping beams. The phasing torpedoes circumvent this by creating a second torpedo at the impact point of the first and giving that clone the originals velocity.

For a beam weapon you'd probably need to create an (invisible) small ship (probe or similar), give that the original ships beam weapon (adjusted for damage drop of due to distance!), constantly reposition that ship along the shields, to the point of impact of the original beam. And then get that ship to shoot its weapon at the correct targetsubsystem  for as long as the original weapon fires.
The hardest part here is probably the positioning just inside the shield buble. And there were some unforeseen consequences to attaching invisible ships to objects from what I remember.

Offline Mark McWire

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Re: Expansion of Realistic Technology by glenflet
« Reply #5 on: March 07, 2018, 04:22:57 PM »
Quote
If you have KM, take a look into scripts/custom/Techs and scripts/ftb/tech.
I know. I've already used some of its code for my own Mods. But I do not use the FoundationTech and removed them from my scripts. I use a simple autoload-script which redirects the Hit-Event.

The "Polaron beams" are no beams at all. In the DS9-episode "The Jem'Hadar" fired the attackers pulse weapons to the runabouts and the Odyssey. So its better to use pulse weapons with polaron attributes.

Offline KrrKs

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Re: Expansion of Realistic Technology by glenflet
« Reply #6 on: March 08, 2018, 03:02:04 PM »
I'm pretty sure the dominion used beam weapons during 'The Search' and 'The Die is Cast' that bypassed shields...

Offline Mark McWire

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Re: Expansion of Realistic Technology by glenflet
« Reply #7 on: March 08, 2018, 07:37:25 PM »
I'm pretty sure the dominion used beam weapons during 'The Search' and 'The Die is Cast' that bypassed shields...

Maybe yes, but you cannot implement this in the game. So its a good compromise to use pulse weapon projectiles instead.

Offline Defiant

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Re: Expansion of Realistic Technology by glenflet
« Reply #8 on: March 17, 2018, 04:10:41 AM »
Just a bad workaround: You could weaken the shield hardpoint for the time of the weapon hit and restore the strength after.

Offline Mark McWire

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Offline Mark McWire

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II) GravitonCharge
« Reply #10 on: March 20, 2018, 07:56:29 AM »

Offline Mark McWire

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Offline Mark McWire

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IV) Anyon Charge (Cloak disruptor)
« Reply #12 on: March 21, 2018, 05:17:00 AM »

Offline Mark McWire

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V) Magneton Charge (Sensor disabler)
« Reply #13 on: March 21, 2018, 11:05:36 AM »

Offline Defiant

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Re: Expansion of Realistic Technology by glenflet
« Reply #14 on: March 21, 2018, 12:36:53 PM »
I wonder what these posts are here for.

Offline Tethys

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Re: Expansion of Realistic Technology by glenflet
« Reply #15 on: March 21, 2018, 12:50:12 PM »
I wonder what these posts are here for.

I have some ideas :)

Offline CMDR CHESS

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Re: Expansion of Realistic Technology by glenflet
« Reply #16 on: March 21, 2018, 12:52:06 PM »

Are these the Full Scripts of your Modded Weapons, like paste them into notepad and apply them?

Offline Tethys

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Re: Expansion of Realistic Technology by glenflet
« Reply #17 on: March 21, 2018, 01:02:31 PM »
Are these the Full Scripts of your Modded Weapons, like paste them into notepad and apply them?

I think you would need to do some directory renaming and folder moving to be able to use these scripts, but they look like full projectile scripts to me

Offline Defiant

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Re: Expansion of Realistic Technology by glenflet
« Reply #18 on: March 21, 2018, 01:11:58 PM »
..but a forum is not a version control system for software

Offline Mark McWire

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Re: Expansion of Realistic Technology by glenflet
« Reply #19 on: March 21, 2018, 01:47:08 PM »
..but a forum is not a version control system for software

It is the easiest way for me to publish it.

My scripts are free to use in any mods. But you need some Libraries, that these script are work.

I'll do about 12 or 15 different ones like this. Depending on how many names I find on Memory Alpha for it.  :wink:
I love Technobabble.  :D :vb_how: