Author Topic: Phaser firing times  (Read 1633 times)

Offline mckinneyc

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Phaser firing times
« on: May 22, 2012, 04:48:13 PM »
Wonder if someone could help me out?

I wish to increase how long the phaser firing durations are on LC's Wolf 359 ships as they fire in very rapid bursts. Too rapid for me lol

Offline Killallewoks

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Re: Phaser firing times
« Reply #1 on: May 22, 2012, 04:58:59 PM »
I do belive there is a way thorugh edit mode but im not sure what it is.

Offline JimmyB76

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Re: Phaser firing times
« Reply #2 on: May 22, 2012, 05:00:49 PM »
are you talking about for screenshots?  or for QB?

Offline mckinneyc

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Re: Phaser firing times
« Reply #3 on: May 22, 2012, 05:23:08 PM »
For quick battle Jimmy. Never been happy with the short bursts they fire. I assume there is something you edit in the hardpoints but I have no idea

Offline JimmyB76

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Re: Phaser firing times
« Reply #4 on: May 22, 2012, 05:46:21 PM »
SetMaxCharge will determine how many seconds the phaser will fire for...

there was a thread somewhere that went into further details...  ill see if i can find it...

there is also this from the SDK:
Energy Weapons: These are things common to all energy weapons (phasers, disruptors, tractors).

    Max charge: The maximum amount of charge that can be stored in this weapon. Not applicable for tractor beams.
    Max damage: The maximum amount of damage that can be dealt by this weapon, in ideal conditions. For tractor beams, this is the amount of force applied.
    Max damage distance: The maximum distance at which full damage will be done by this weapon. (or in which the tractor beam will fire)
    Min. firing charge: The minimum amount of charge needed to fire this weapon. Used to prevent cases where weapons fire for a fraction of a second, drain, recharge, fire, etc. Not applicable for tractor beams.
    Normal discharge rate: The amount of charge drained per second, while the weapon is firing. Not applicable for tractor beams.
    Recharge rate: The amount of charge this weapon regains per second, if the weapon system is powered at 100%. Not applicable for tractor beams.

Find a phaserbank. Probably named "portphaser1" or something.

VentralPhaser3Array.SetMaxCharge(5.000000)  <--controls max units it charges too
VentralPhaser3Array.SetMaxDamage(1000.000000)  <-how much damaged 1 unit of charge does.
VentralPhaser3Array.SetMaxDamageDistance(60.000000)   <--your range. I assume in KM.
VentralPhaser3Array.SetMinFiringCharge(2.000000)     <---you must charge 2 units before you can fire.
VentralPhaser3Array.SetNormalDischargeRate(1.000000)  <-discharges 1 unit of charge (I believe this will use 1 per second which means max charge 5 is a 5 second burst)
VentralPhaser3Array.SetRechargeRate(0.080000)  <--a rather slow recharge rate. I'd use .2 or .4 for a quick charge bank. experiment.

Offline mckinneyc

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Re: Phaser firing times
« Reply #5 on: May 22, 2012, 05:59:41 PM »
Jimmy you are a star. Thank you

Offline moed

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Re: Phaser firing times
« Reply #6 on: May 25, 2012, 01:07:26 AM »
A good piece of information that has helped me is that when I figured out how to modify Hardpoints, I always wondered what the actual range was for any given number for "max damage distance".

I calculated (through a lot of experimentation) that for every unit of 10, the corresponding distance during gameplay is 1.75 kilometers.

Example: A max damage distance of 100 = 17.5 kilometers.

This gives a good reference when you're actually fighting - as the distances in BC during battle are counted out on-screen in kilometers. So, I use this information tactically during a battle. As soon as I know that the enemy vessel is roughly at the max damage distance range in kilometers, I fire those phasers like crazy. Of course, I fire them when the vessel is farther but I try to conserve as much as I can so that I have a full charge when the enemy is within optimum range. As mentioned, this also applies to tractor distances.

Another good piece of info I figured out is that of speed.

A speed of One (1) in the impulse engine script in the HP is approximately equal to 630kph

Example: A speed of 10.000000 = 6,300kph

I'm sure others have figured out these statistics as well, but I'm just sharing what I came up with for my own personal reference.

Offline mckinneyc

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Re: Phaser firing times
« Reply #7 on: May 25, 2012, 04:28:47 AM »
Cheers Moed.

I am glad I am not the only one who likes to tweak the hardpoints

Offline King Class Scout

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Re: Phaser firing times
« Reply #8 on: May 25, 2012, 10:06:51 AM »
hey tiq, better write this down for the standardizer sheet...
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Offline tiqhud

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Re: Phaser firing times
« Reply #9 on: May 25, 2012, 10:45:14 AM »
Already got
 *** 1 km = 5.714 game units ***  :thumbsup: thanks for reminder tho
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Offline moed

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Re: Phaser firing times
« Reply #10 on: May 25, 2012, 02:21:23 PM »
Are we geeks or what!  :yay: