![]() |
|
Star Wolves 3D space RPG with deep strategy and tactical elements |
|
Thread Tools | Display Modes |
#11
|
|||
|
|||
![]() Quote:
Example: max_rocket_count = 20; rocket_slots = 4 Q: How many launches, and how many missiles per launch? A: (20/4) = 5 launches, with 4 missiles per launch Therefore, unlike MIRVs, max_rocket_count is not how many launches (or "missiles per pod") you get. It is simply the overall total number of missiles. Quote:
I am currently about to tweak the MIRV blast values and to see if I can do anything about the launch pattern. Otherwise the multiMIRV launcher will be a useless idea because the missiles are so close they detonate each other. (And as expected, my pilot who launched the missiles also got caught in the blast radius. I knew there was a reason I hated the default missiles -_-.) Cutting down the MIRV detonator explosion_distance and damage helps a bit (I actually reduced both values to 1) but the missiles still destroy each other a lot. Okay, I think I fixed it. In Modules.xml crank up viewing_angle and dispersion. In Rockets.xml turn down the explosion_distance of the parent missile (the MIRV). I think you can safely leave the damage alone; after all what happens if it hits a target before separating? Similarly, turn down the explosion_distance of the warheads. Wa-la, there you go: multiple MIRV launches, and each of them separates into multiple warheads. The only problem I have with this concept is that without the danger of a blast radius to worry about you basically have an ultimate weapon. You'll need to pare down the damage a lot, single digits even. Heck, even my weak 30x 13 dmg danmaku were deadly in the hands of a missile expert. Edit: Screenshot 2, note how close the multiMIRVs are on launch - I'm merely using 4, and even then you can see two of them are actually physically overlapping. No wonder when they separate into warheads they hit each other and explode. Last edited by Trucidation; 06-04-2010 at 02:43 PM. |
Thread Tools | |
Display Modes | |
|
|