Bridge Commander Central

BC Forums => BC Modding => Topic started by: sovereign001 on February 13, 2014, 06:45:11 PM

Title: Battlestar Galactica Flak screen
Post by: sovereign001 on February 13, 2014, 06:45:11 PM
So I was creating some screenies and using my almost invisible but explosive shielding.. And i came up with the BSG Flak shielding..

This is only for screenshot taking of course or if you want simply fighting..

The problem however is, if the enemy fires on you and targets the shield generator, it focuses on one point.. So the explosions will be limited.. (always on the same place).. How can i expand the radius? That the enemy targets the shield generator but that the cannons are hitting the entire ship?

I set shieldgenerator radius from 0.25000 to 25.000 for example but nothing really changes...

Pics:

(http://i37.photobucket.com/albums/e51/sovereign001/ScreenShot011_zpsb53a37f1.png) (http://s37.photobucket.com/user/sovereign001/media/ScreenShot011_zpsb53a37f1.png.html)

(http://i37.photobucket.com/albums/e51/sovereign001/ScreenShot012_zps0840f0e1.png) (http://s37.photobucket.com/user/sovereign001/media/ScreenShot012_zps0840f0e1.png.html)
Title: Re: Battlestar Galactica Flak screen
Post by: ACES_HIGH on February 13, 2014, 09:43:36 PM
I suspect that the AI is targetting the center of the shield generator, I'm not sure how you can fix this.
Title: Re: Battlestar Galactica Flak screen
Post by: Locke on February 15, 2014, 06:27:48 AM
Perhaps multiple shield generators? :idk:
Title: Re: Battlestar Galactica Flak screen
Post by: KrrKs on February 15, 2014, 09:29:49 AM
Just for screenshots, it would probably be easier to use the splitting projectiles tech (on the attacking vessel)
Title: Re: Battlestar Galactica Flak screen
Post by: sovereign001 on February 17, 2014, 03:12:16 PM
@Locke,

The use of multiple generators won't help. I even put every other system on non targetable, except shields and enhanced the radius of it.

@kk.

Could you elaborate on that? :D
Title: Re: Battlestar Galactica Flak screen
Post by: FarShot on February 17, 2014, 03:40:41 PM
Can't the weapons themselves have their accuracy changed?
Title: Re: Battlestar Galactica Flak screen
Post by: sovereign001 on February 17, 2014, 04:21:03 PM
No idea, but if so, then I can change the accuracy so the fire will be all over the ship.
Title: Re: Battlestar Galactica Flak screen
Post by: KrrKs on February 18, 2014, 05:35:37 AM
If you want that effect with just a few attacking ships, you could add the ftech splitting-torps tech to their torpedoes (or replace them with splitting ones).
That way, instead of 1 projectile hitting the ship at a given time, it will be hit by as many warheads as you like nearly simultaneously.

Quote from FoundationTechReadme:
Quote
Quote
sYieldName = ''
try:
  import FoundationTech
  import ftb.Tech.TimedTorpedoes
 
  oFire = ftb.Tech.TimedTorpedoes.MIRVSingleTargetTorpedo(
    'Name for tech', {
    'spreadNumber':  3,
    'spreadDensity':  6.5,
    'warheadModule':  'PathToModule',
    'shellLive':  0,
  })
  FoundationTech.dOnFires[__name__] = oFire
  oYield = FoundationTech.oTechs[sYieldName]
  FoundationTech.dYields[__name__] = oYield
except:
  pass

And here is a quick rundown. Name for Tech is the name you give to
this configuration.
spreadNumber is the amount of warheads the projectile will fire.
spreadDensity is the distance between 2 warheads when they spread
out from the shell (after which they will converge on their target). It?s
defined in degree.
warheadModule is the path to the new projectile that is to be spawned
(same structure of path as with the projectiles with the torpedoes in the
Hardpoint of a ship).
Title: Re: Battlestar Galactica Flak screen
Post by: Bren on February 20, 2014, 09:12:21 PM
It's worth noting that those screenshots of yours absolutely ROCK!!

Well done on capturing the BSG atmosphere fully with the subdued lighting, busy explosions and debris, and documentarian framing.