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