I've been messing with the hardpoints on my install (again), but have run into a problem with torpedoes set as pulse weapons.
I can't get the pulse version to cause the same amount of damage as when it is fired as a normal torp. It's always around half of the normals.
Here's the code for the pulse:
QuantumTurret1 = App.PulseWeaponProperty_Create("Quantum Turret 1")
QuantumTurret1.SetMaxCondition(2000.000000)
QuantumTurret1.SetCritical(0)
QuantumTurret1.SetTargetable(1)
QuantumTurret1.SetPrimary(1)
QuantumTurret1.SetPosition(-0.001501, 2.000000, -0.128764)
QuantumTurret1.SetPosition2D(65, 12)
QuantumTurret1.SetRepairComplexity(1.000000)
QuantumTurret1.SetDisabledPercentage(0.500000)
QuantumTurret1.SetRadius(0.010000)
QuantumTurret1.SetDumbfire(0)
QuantumTurret1.SetWeaponID(8)
QuantumTurret1.SetGroups(28)
QuantumTurret1.SetDamageRadiusFactor(0.300000)
QuantumTurret1.SetIconNum(365)
QuantumTurret1.SetIconPositionX(67)
QuantumTurret1.SetIconPositionY(54)
QuantumTurret1.SetIconAboveShip(1)
QuantumTurret1.SetFireSound("null")
QuantumTurret1.SetMaxCharge(10.000000)
QuantumTurret1.SetMaxDamage(2000.000000)
QuantumTurret1.SetMaxDamageDistance(2000.000000)
QuantumTurret1.SetMinFiringCharge(4.000000)
QuantumTurret1.SetNormalDischargeRate(1.000000)
QuantumTurret1.SetRechargeRate(0.000000)
QuantumTurret1.SetIndicatorIconNum(0)
QuantumTurret1.SetIndicatorIconPositionX(0)
QuantumTurret1.SetIndicatorIconPositionY(0)
QuantumTurret1Forward = App.TGPoint3()
QuantumTurret1Forward.SetXYZ(0.000000, 1.000000, 0.000000)
QuantumTurret1Up = App.TGPoint3()
QuantumTurret1Up.SetXYZ(0.000000, 0.000000, 1.000000)
QuantumTurret1.SetOrientation(QuantumTurret1Forward, QuantumTurret1Up)
QuantumTurret1.SetArcWidthAngles(-0.523599, 0.523599)
QuantumTurret1.SetArcHeightAngles(-0.523599, 0.087266)
QuantumTurret1.SetCooldownTime(10.000000)
QuantumTurret1.SetModuleName("Tactical.Projectiles.FedQuantum")
App.g_kModelPropertyManager.RegisterLocalTemplate(QuantumTurret1)
The max damage is set to the same number as the getDamage property in the torpedoes .py file, but whenever it hits the target it only causes half the damage as the normal torpedo.
Can anyone help make them the same damage?
Edit: Code tags are your friend, El.