Bridge Commander Central
BC Forums => BC General => Topic started by: Billz on November 25, 2007, 07:30:02 PM
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Is there a way to turn Innaccurate Phasers off without having to turn the FTech mutator off? Like UMM control or something?
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Is there a way to trun Innaccurate Phasers off without having to turn the FTech mutator off? Like UMM control or something?
NO, and why would you do that? :?
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I was hoping to keep FTech on for your warp glow plugins to keep working. Would have also likeed to have phasers work at long distence again if ever I wanted them to while keeping the warp glow plugin on in FTech.
I dont want to do it. Just would be cool to have it as an option.
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I was hoping to keep FTech on for your warp glow plugins to keep working. Would have also likeed to have phasers work at long distence again if ever I wanted them to while keeping the warp glow plugin on in FTech.
I dont want to do it. Just would be cool to have it as an option.
Oh, you can still snipershot with it on, the Z key is your friend ;)
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Oh I know. Just never properly got used to anything other then the F key. LOL.
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Oh I know. Just never properly got used to anything other then the F key. LOL.
nah, Z is good if you wanna surgically remove parts of an enemy ship lol
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You are forgetting the manual target key as well.
Use that, it will effectivly ignore Inaccurate Phasers.
I think it has h or something like that.
Or that button in the Tactical menu.
I'm considering putting this option in the next FTech.
If you reall, really need it, go to scripts/Custom/Autoload/LoadFoundationTechnologies.py and comment out the 1 line that's related to this.
But do can only do this on your own risk, I won't help!
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about the mod in question, does it work randomly or based off a value like the splash radius or anything?
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In the released version more or less random, but with modifiers.
In KM a more Pseudo Random way.
But both are influenced by the ships size, the target ships size, the sensor range and most importantly, the amount of power allocated to the sensors.
This was done to encourage strategy in games.
For instance, in the FTB (Favour The Bold) mod every ship was basicly underpowerd.
So you were forced to drop some power from sensors to go into "high" speed, before cutting power power to impulse and increasing sensors and weapons. All that and going into a spin to save on the shields.
[EDIT] Pseudo Random is "predictably" random, or "consistently" random. This is needed for MP games.
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I ask because I had some failings hitting subsytems of a Galor with a Galaxy at full phaser power, but I could hit the whole Galor at medium power :?
and also I hit subsytems with low phaser power.
and a Sovereign modded by me also uses to fail at medium distance, and its phasers are in the narrow range: 0.01 of splash.
But both are influenced by the ships size, the target ships size, the sensor range and most importantly, the amount of power allocated to the sensors.
I always boost everything despite the warpcore crying plasma coolant tears :P
well, and my sensor ranges are likely short and low power consuming. the warpcore itself is small, for starters, but the proportion of size/consumption is similar to those in KM.
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Well, I'm only telling you what I know.
Also, if you are a sitting duck, then it's also more accurate.
I also made other ships (ie. not player) even more inaccurate.
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Also, if you are a sitting duck, then it's also more accurate.
I also made other ships (ie. not player) even more inaccurate.
no, I tend to fly around all the time. :D
I'll try to make some tweaks to the files to get it right. thank you