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-   -   Modding SW3? (http://forum.fulqrumpublishing.com/showthread.php?t=13859)

SuperiorX 07-18-2010 10:32 AM

Quote:

Originally Posted by Trucidation (Post 164106)
Registration on the StarRover forum seems broken, tried both English and Russian settings. Oh well.

Anyway, that Aleksty guy posted something interesting about radar.

That was him quoting someone named Nafigator. He added,

Hmm. Let's see what we have.

1. Radars (see Modules.xml) have 2 values, resolution and max_distance. The latter is easy to understand, it just means how far the radar scans.
2. Ships have an EPR value (see Carcasses.xml).
3. Stealth modules (see Modules.xml) have a cloaking_ratio value.

Ok here's my guess. Resolution is how "fine grained" the radar is - a calculation is applied using the radar's resolution and compared to the ship's EPR value, which determines whether it can be detected or not.

Cloaking ratios are less than 1 (in-game text says "%") so I'm guessing they are a multiplier for the EPR value. Example: EPR = 10 and cloaking ratio = .6, the result will be 10 x .6 = 6. So cloaking ratios make EPR values smaller.

This means the radar resolution should not detect EPR values if they are lower than some value. Of course, it cannot be a flat calculation - surely if the ship is in front of your face, it doesn't matter whether your radar can detect it or not, right? However, game does not have a "visual range". So this must somehow tie back into the radar.

I think the radar calculation must also include distance. This is the only way a ship has any chance of detecting anything. Otherwise if you stack multiple cloaking devices and attack something it will not fight back because it cannot see you (e.g. long range missile sniping tactic). This is fine for missiles (ship is truly out of range) but for radar it doesn't make sense to be undetectable if you are right in front of his face.

All ships have an innate base radar (see Carcasses.xml) built in - we know radar modules extend the range, but I'm not sure if the resolution is also replaced. E.g. ship has short-range radar with good resolution, but player adds radar module with long-range radar with bad resolution. Ha, what happens?

-
I'm going to try stacking 4 stealth modules on a fighter and see if targets respond to me. The Ghost module gives 80% cloaking, so 4 of them should give me 0.2 x 0.2 x 0.2 x 0.2 = 0.0016 to apply to base EPR. If distance is not factored into radar calculation then I should be invisible and not be attacked by hostile targets no matter how close I get.

I'll remove the fighter's guns so he doesn't start firing as soon as he is in range, and switch missiles to off. That way I won't "hit first".

Update:
Well, 4x Ghosts renders me close to undetectable. Crap. You can see in the screenshot, I'm practically escorting those pirates (Hero's ship has higher speed).

Hmm, game crashed - LOGfile.txt is complaining can't load textures. Could be mod trouble, I loaded an earlier save which didn't have Fleet mod installed. Wait, I thought I downloaded the mothership mod-compatible carcasses.xml. Nanaki you wanna take a look and see if it means anything?

Damn, can't do more testing now, gotta take young cousins out to amusement park lol.

Update:
Huh, guess what - the targets still don't react even if you start breaking out with the missiles and ramming it up their rear ends at point blank. They just keep on flying even though they're getting blasted to bits by my stealthed ship - which was flying so close to them it was practically escorting them.

I'm gonna see if they react if my stealthed ship has guns and starts shooting them up.

Update:
Wow, totally unexpected. They don't even freaking react to guns. My fighter just sat there behind them blowing them out of the sky one by one at leisure.

One strange thing though, surely some enterprising player has attempted full stealth before. I mean, all you have to do is park the mothership somewhere safe, like several clicks above the system plane, and then send one full stealth fighter out to kill everyone. It's not like it's particularly complicated.

im wandering what would happend if had 2 tm members each set on stealth with 4 black holes a piece, on paper it should be even better then ghost * 4 as it allows u to fully gear out 4 other tmates with beneficial stuff.

stivoknis 07-20-2010 09:40 PM

I was looking through the Carcasses file, and I noticed that all of the ships in the game have a threat level and this level increases in value with bigger and more deadlier ships.

If this threat level has anything to deal with the AI then that would explain why a character in a 5th generation ship, while everyone else is in a 3nd gen ship, would die within the first 30 seconds of a fight because it gets caught in like five different crossfires. But when I put that same character in a 1st gen, the enemies seem to ignore him unless he is the only character within firing range.

This threat level appears to deal with which fighter the enemies feel is the bigger threat and consequencely is the first fighter which they attack. If this is correct then a fighter with a higher threat level then the mothership should draw all of the enemy fire away from the other ships.:grin:

Goblin Wizard 07-21-2010 06:33 AM

I've noticed the same thing but thread level is mainly for calculating experience you get.

stivoknis 07-28-2010 02:05 AM

I was just wondering how someone can add a GKturret as a reference with the IMD editor? Under the AddReferences tab there is an option titled "TurretGuns" but when I looked at the IMD data for ships with GKturrets the reference is titled "GKturret" instead of "TurretGuns".:confused:

Trucidation 07-28-2010 03:16 AM

Quote:

Originally Posted by Goblin Wizard (Post 170983)
I've noticed the same thing but thread level is mainly for calculating experience you get.

Yeah, one of the scripts has a function for exp calculation, which uses threat value in that calculation. Haven't seen it elsewhere, so I'm pretty certain threat is only used as an exp modifier. I'm not sure whether threat is used by the AI to select which ships to target first: after all, the mothership has a larger threat level compared to your fighters, but enemies fight your fighters as well, they don't only focus on the mothership.

Goblin Wizard 07-28-2010 07:09 AM

Not only thread level counts for AI. I'm sure ship type (mothership/bigship/corvette/interceptor) is taken into consideration too. Fighters attack fighters in 90% situations, probably until mission script tells them otherwise.

Quote:

Originally Posted by stivoknis (Post 172266)
I was just wondering how someone can add a GKturret as a reference with the IMD editor? Under the AddReferences tab there is an option titled "TurretGuns" but when I looked at the IMD data for ships with GKturrets the reference is titled "GKturret" instead of "TurretGuns".:confused:

You have to export GKturret reference slot from other model (e.g. stationary gun pod) and import it to your model.

Szpaku 08-20-2010 11:33 AM

Back to butcher
 
can someone help me what should i do to have the butcher in normal store :confused: i just want the butcher at start :grin:

Goblin Wizard 08-20-2010 01:51 PM

I've given you an answer in the Random Contacts thread so what's the problem? something unclear?

PS. Napisz do mnie na PM jeśli czegoś nie łapiesz.

raresdan2001 08-21-2010 07:12 AM

How did u got those Satan ships???I want some too :D
 
Quote:

Originally Posted by Ocellaris (Post 168631)
Well, I don't know how to make it smaller,
but I did try compacting the slots, so far I can squeeze a maximum of 24
4 rows and 6 columns.

Use it on my customized Lion mk2


Could you please tell me how you got the Satan ships? I know you modded something in the .xml files ;)

JaM 08-26-2010 07:22 PM

btw guys, is SW1 modable or not?


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