Author Topic: Rapid fire torpedo launch  (Read 1274 times)

Offline Anew9

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Rapid fire torpedo launch
« on: February 07, 2009, 09:44:22 AM »
Hi guys,

This is probably for the KBMaru techies, I wanted to know which torpedo tube script u guys changed to decrease the firing delay for the photon torpedo launchers. CG sovereign uses pulse weapon scripting for the quantum torpedoes; and I dont want that.

I want the rapid fire ability for my photon torpedoes without the unlimited torpedo ability. I know how to alter the ready availables etc, I just dont know which script determines how fast u fire torpedoes.

Offline MLeo

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Re: Rapid fire torpedo launch
« Reply #1 on: February 07, 2009, 09:48:49 AM »
If you set the pulse weapon to 0 recharge rate, then it won't be an unlimited supply.

For as far as I know hardpointing, I think it's a mix between the MaxReady, ReloadDelay and ImmediateDelay.

These settings are per tube.
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Offline KrrKs

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Re: Rapid fire torpedo launch
« Reply #2 on: February 07, 2009, 10:58:13 AM »
I don't know about the Torpedo Values, I think it is just the "ImediateDelay",but Pulses have a kind of minimum Firing Delay between each shot which is something around 1/3 second, even if the Delay time in the PulseProperty is set to something much below.

Offline MLeo

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Re: Rapid fire torpedo launch
« Reply #3 on: February 07, 2009, 11:08:06 AM »
.... but Pulses have a kind of minimum Firing Delay between each shot which is something around 1/3 second, even if the Delay time in the PulseProperty is set to something much below.
Yeah, this is entirely possible, for example, tractorbeams have all kinds of possibilities, except they can't be set (setting the properties won't matter).
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Offline Anew9

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Re: Rapid fire torpedo launch
« Reply #4 on: February 07, 2009, 11:18:36 AM »
If you set the pulse weapon to 0 recharge rate, then it won't be an unlimited supply.

For as far as I know hardpointing, I think it's a mix between the MaxReady, ReloadDelay and ImmediateDelay.

These settings are per tube.

Anybody know how many volleys Ill get if I set pulse weapon recharge rate to 0? Just out of curiosity...

So if I decrease the immediatedelay value between launchers, Ill get a increased firing rate for my photons? Im asking for this because Im trying to script my single player game to be as closes to "canon" as possible. Launching 1 photon per second aint very realistic...

Im also humming and hawing about changing my Quantum launcher on the sovereign into a torpedo tube with limited torps. AKA I remove its pulse weapon property and make it an official torpedo tube. The problem with that is I cant fire photons from the fore and aft sections... If there is a way to make the pulses launcher script finite... I would love that.

...at least, I will cut down the recharge rate to the absolute minimum so when I do fire quantums; I fire alot in one volley but takes VERY long to reload. Quantums have 2x the yield of photons; that should be enough to down a Keldon in 2-4 direct hits (reference to DS9).

So just to confirm, the script to change is ImmediateDelay?

Offline MLeo

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Re: Rapid fire torpedo launch
« Reply #5 on: February 07, 2009, 11:27:23 AM »
The number of volleys shall mostlikely be the maximum capacity divided by the cost.

I'll be moving your 2 threads to BC:Modding, they know more about hardpointing there.

*Moved*
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Offline ACES_HIGH

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Re: Rapid fire torpedo launch
« Reply #6 on: February 07, 2009, 01:56:54 PM »
for example,
the CG soveriegn has 4 quantum launcher pulse properties.  each one has a SetMaxCharge value of 25, a SetNormalDischargeRate value of 1, a SetMinFiringCharge of 4 and a SetCooldownTime of 10.  that means that the ship can fire up to 88 quantums in bursts of four in rapid succession every ten seconds.

Offline jayce

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Re: Rapid fire torpedo launch
« Reply #7 on: February 07, 2009, 02:18:32 PM »
Anybody know how many volleys Ill get if I set pulse weapon recharge rate to 0? Just out of curiosity...
That depends on the Max Charge and the Discharge Rate of the Pulse Turret. example: maxcharge - 10 dischargerate - 1. will give you 10 shots. "This is not accounting for the Minimal Firing Charge or Recharge Rate."

So if I decrease the immediatedelay value between launchers, Ill get a increased firing rate for my photons? Im asking for this because Im trying to script my single player game to be as closes to "canon" as possible. Launching 1 photon per second aint very realistic...
If you are trying to increase the rate of fire out of torpedo tubes, its not going to happen, no matter how many or few launching tubes you use. That immediatedelay paramatter does not function as intended/expected. That's the reason why people fire topedos out of the Pulse Turrets instead of Torpedo Tubes to get that increased rate of fire.

Im also humming and hawing about changing my Quantum launcher on the sovereign into a torpedo tube with limited torps. AKA I remove its pulse weapon property and make it an official torpedo tube. The problem with that is I cant fire photons from the fore and aft sections... If there is a way to make the pulses launcher script finite... I would love that.
No need to change the Quantum property to Torpedo instead of Pulse if you truely want limited torps. Just change the Recharge Rate of the Quantum Pulse turret to 0.

Inifinite in what way? If you mean by never running out of "ammo" then yes. Again, Recharge Rate is your friend. Just make sure it's not set to 0.

From what I gather from your post, the main settings you want to play around with when dealing with Pulse Turrets is:

MaxCharge
MinFiringCharge
NormalDischargeRate
RechargeRate
CooldownTime

Offline Anew9

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Re: Rapid fire torpedo launch
« Reply #8 on: February 07, 2009, 04:18:56 PM »
Anybody know how many volleys Ill get if I set pulse weapon recharge rate to 0? Just out of curiosity...
That depends on the Max Charge and the Discharge Rate of the Pulse Turret. example: maxcharge - 10 dischargerate - 1. will give you 10 shots. "This is not accounting for the Minimal Firing Charge or Recharge Rate."

So if I decrease the immediatedelay value between launchers, Ill get a increased firing rate for my photons? Im asking for this because Im trying to script my single player game to be as closes to "canon" as possible. Launching 1 photon per second aint very realistic...
If you are trying to increase the rate of fire out of torpedo tubes, its not going to happen, no matter how many or few launching tubes you use. That immediatedelay paramatter does not function as intended/expected. That's the reason why people fire topedos out of the Pulse Turrets instead of Torpedo Tubes to get that increased rate of fire.

Im also humming and hawing about changing my Quantum launcher on the sovereign into a torpedo tube with limited torps. AKA I remove its pulse weapon property and make it an official torpedo tube. The problem with that is I cant fire photons from the fore and aft sections... If there is a way to make the pulses launcher script finite... I would love that.
No need to change the Quantum property to Torpedo instead of Pulse if you truely want limited torps. Just change the Recharge Rate of the Quantum Pulse turret to 0.

Inifinite in what way? If you mean by never running out of "ammo" then yes. Again, Recharge Rate is your friend. Just make sure it's not set to 0.

From what I gather from your post, the main settings you want to play around with when dealing with Pulse Turrets is:

MaxCharge
MinFiringCharge
NormalDischargeRate
RechargeRate
CooldownTime

No I don't believe that... I have seen videos of Prometheus in KBMaru firing photon torpedoes in rapid succession from a launcher, not a pulse weapon script. Heres the video: (remove the K) Kww.youtube.com/watch?v=Ey-4Vbocca4&feature=related

There has to be a way cuz obviously the KBMU guys figured it out.

Also, what does each pulse weapon script u posted above do?

Offline Anew9

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Re: Rapid fire torpedo launch
« Reply #9 on: February 07, 2009, 04:26:43 PM »
So assuming that I set max charge to 50 torpedoes, and recharge rate to 0 or most likely 0.2; does that mean I can fire only 50 torps? Thats what I want.. BUT I also want to fire a volley of 4-5 quantums per loudout. I dont want the ability to shoot all 50 right at the get-go.

What script can i change so that I fire only 50 torpedoes EVER; fire 4-5 torpedoes per volley and have to wait to "reload" for about 10-20 seconds?


Offline MLeo

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Re: Rapid fire torpedo launch
« Reply #10 on: February 07, 2009, 06:06:40 PM »
The MVAM Prometheus (that's the one in the video above) uses infact Pulse weapons for this.

The firing arcs of both launchers are tweaked so that you need to have a downwards motion (relative to your enemy) to fire photon torpedoes, and an upward motion to fire quantums.
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Offline ACES_HIGH

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Re: Rapid fire torpedo launch
« Reply #11 on: February 07, 2009, 06:50:16 PM »
So assuming that I set max charge to 50 torpedoes, and recharge rate to 0 or most likely 0.2; does that mean I can fire only 50 torps? Thats what I want.. BUT I also want to fire a volley of 4-5 quantums per loudout. I dont want the ability to shoot all 50 right at the get-go.

What script can i change so that I fire only 50 torpedoes EVER; fire 4-5 torpedoes per volley and have to wait to "reload" for about 10-20 seconds?



yes, by setting the recharge rate to 0 your pulse launcher will be limited to the Max charge divided by the discharge rate minus the minimum charge minus the discharge rate ([launcher(Maxcharge/Discharge - (minimum-discharge)]=finite number),  the cool down time will tell it to wait as long as you want before it can fire the next pulse out of that launcher. and only a recharge rate of 0 will result in finite weapons, as the launcher will constantly recharge at the Recharge rate per second, meaning by the time you would have expended the charge had you set it to 0 it would have recharged, hence it will not be finite.

in order to create your desired effect, you should have 4 or five launchers, each set with a MaxCharge of about 10 to 13 a NormalDischargeRate of 1, a MinFiringCharge of 1 or 3, a RechargeRate of 0.00 and a CooldownTime between 10 and 20

Offline Worf359Alpha

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Re: Rapid fire torpedo launch
« Reply #12 on: August 02, 2009, 05:17:49 PM »
The FTECH sys AutoTargeting eliminates the delay in pulse weapons, i was able to use it to make a rapid fire mini gun for the EAThunderbolt from B5 which i use as a Federation Fighter. All the ships i equip with AutoTargeting fire pulse or torpedos very rapidly.
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Offline Nebula

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Re: Rapid fire torpedo launch
« Reply #13 on: August 02, 2009, 06:33:36 PM »
worf.... please check last post dates!!
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Offline Worf359Alpha

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Re: Rapid fire torpedo launch
« Reply #14 on: August 02, 2009, 08:45:02 PM »
i relize the post is a little old, i just figured since i browse the forum for info, others might find the infomation usefull
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Offline 086gf

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Re: Rapid fire torpedo launch
« Reply #15 on: August 03, 2009, 08:46:46 PM »
Thats what the search function is for! It already does that for them.
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Offline JimmyB76

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Re: Rapid fire torpedo launch
« Reply #16 on: August 03, 2009, 08:49:37 PM »
as i recently said:
thread resurrections are perfectly ok if the post is helpful and ontopic (which was in this case)... :)
the only time it is frowned upon is when an old thread is bumped with a spam-like post, or a post asking for any new info, or the like...

Offline Worf359Alpha

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Re: Rapid fire torpedo launch
« Reply #17 on: August 29, 2009, 07:20:37 AM »
Thx JimmyB, i would like to think helpfull information never goes out of date!
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