Author Topic: played around a little and got a question...  (Read 7989 times)

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #40 on: March 26, 2010, 10:46:37 AM »
orginal HP did not have a pulse turret it was just a torp tube

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: played around a little and got a question...
« Reply #41 on: March 26, 2010, 11:55:09 AM »
yeah but when you deleted pulse weapons from HP still it didn't work so I would focus on the rest of HP changes you did as turret doesn't seem to the main problem here.

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #42 on: March 26, 2010, 03:37:29 PM »
i am sorry but i am not sure what you mean by that

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: played around a little and got a question...
« Reply #43 on: March 26, 2010, 04:04:43 PM »
 :lostit: oookk, again... so, I presume you deleted that torpedo rapid launcher as I found it in template list but HP still didn't work so I guess the problem is in another property you've edited or added, clear enough ;) ?

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #44 on: March 26, 2010, 04:49:26 PM »
nono i did not delete the rapid torpedo launcher or the quantum torpedo launcher, they are both n template list and a real property. the original HP by CR did have as torpedo lauher "turret F" which i just deleted and put in those rapid launcher and system from the KM Sov HP which actually works

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: played around a little and got a question...
« Reply #45 on: March 26, 2010, 05:29:32 PM »
 :lostit: :lostit: then what doesn't work ???

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #46 on: March 27, 2010, 12:56:04 PM »
i meant the sov hp works but the same settings here do not ya c my prob?^^

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: played around a little and got a question...
« Reply #47 on: March 27, 2010, 01:07:51 PM »
have you tried copying quantum turret property alongside with all 4 tubes from either KM 1.0 or from original CG Sov ???

Offline NX-73811

  • Posts: 32
  • Cookies: 0
Re: played around a little and got a question...
« Reply #48 on: March 27, 2010, 01:10:05 PM »
omg 4 tubes? there is only one in KM sov original CG sov... i ll c

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: played around a little and got a question...
« Reply #49 on: March 27, 2010, 01:17:31 PM »
that depends how they're configured, if there is one tube then max charge should be 4, discharge rate - 1, minimum firing charge - 3 and recharge, somewhere at 0.1-0.2, but if there are 4 tubes then max charge would be 1 as well as minimum firing charge - 1, so yeah 4 tubes are kind of waste on this one and there's bigger possibility that they won't fire when phasers are set to 100% efficiency ingame

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: played around a little and got a question...
« Reply #50 on: March 27, 2010, 04:25:43 PM »
i always was confused by pulse hp settings and how it all worked together (maxcharge, minfiringcharge, cooldowntime, etc)...
i just chose random variables until it felt right lol