# of guns/turrets and Torpedoes Allowed
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Never heard of someone finding the fix for it, but I sure would like to hear about it. It’s a rather restrictive limit for capitals
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Can u explain what i mean allowed?
Cause i had 30guns and 30 turrets on the eclipse stardestroyer in 1.5 and beside some very hard videolag i encountered no problem. -
Unless you figured out a way around it, if you have 32 guns/turrets on a ship you always get a crash to desktop when you fire. The only other way around it is to limit the firing arcs so no more then 32 fire at the same time.
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I have to agree with Glock here… I’ve never understood the need to have that many turrets!
Heck my Capships in my mod only have 8 mounts (this is a TC I’m working on)
Instead of having such an excessive number of weapon mounts make the weapons stronger and mounts less for the sake of frames and packages…
I do realize this doesn’t actually answer your question Nightstalker, but really you should reconsider all those mounts m8…
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I have never heard away around this, and neither has Dev (the developer of ToW)
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I don’t think it’s a visual problem. It might be something hardcoded (an arbitrary limit), it might be something about aiming, it might have to do with how FL handles hardpoints/weapons/equipment/whatever. It could be a LOT of things…
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Also, don’t forget, there’s the almighty “Fire Forwards” button, which although it doesn’t by default show in the control listings, is bound by default to the " key. If a player piloting a ship with above 32 turrets were to hit that key, they’d crash (I dunno if they’d crash clients around them though).
Thus, I think Glock makes a fair point. Just make your guns really powerful and awesome looking - then just 16 of them will send most people running. =P
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an easy way to test if its a FX problem or hardcoded would be to make X amount of weapons with more than one firing point (multi fire weapons) sure the sound craps out but for testing this its null. like… have 20 weapons with 2 firing FX points each, then see if you crash…
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That wont be a problem to do cheesy…
I’ve done this a long time ago to test it out and the issue is not how many HpFire you have in totalt firing… It IS somewhere linked to the exact amount of guns/turrets firing at the same time and the effects doesnøt count either…
When I tested this myself I had 20 turrets with 3 HpFire each (rh_turret01) gave them a refire rate of 5 shots per sec and then I pissed off the battleship! No crashses only heavy video lag…
btw… Just woke up so don’t yell at me if my post may seem unclear… Need coffee…
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Im with Nightstalker on the original idea… pushing FL to the edge is always a good thing for devs
then we know just how far “not” to go… hehe… Glock (as always) makes a great point… just because we can…
don’t necessarily mean we should… one must always be thinking in the MP/Lag mindset to make these
things work “well”…I feel the problem probaly comes from the dacom.ini it is in here were i have seen (and only seen) “limits” on
the amount of FX at once… I’ve had no probs after doing the x10 “trick” (in dacom)… but then i don’t have any ships with more than 20 guns max overall… some real big FX though attached to slicer guns (20-40per sec) Fx… no visible Lag, but were yet to test 4-5 players with same type… or any “big” battles…I have a Q though… and its slightly similar… Light HP’s… is there a limit on them?
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I don’t have any packet issues with 32 weapons. Actually, for more I stole the mine HPs (Mostly for CIWS)
I’ve had no probs after doing the x10 “trick” (in dacom)…
What is this??
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I don’t think it’s a visual problem. It might be something hardcoded (an arbitrary limit), it might be something about aiming, it might have to do with how FL handles hardpoints/weapons/equipment/whatever. It could be a LOT of things…
If it was a hardcoded limit then they wouldn’t simply let FL crash surely it would be handled and there would be an error message, or the extra guns would simply not show up or not fire etc.
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my dacom.ini settings… for Nightstalker
FxBasicAppearance.poolSize = 100000 ; each particle can generate: 4 verts 6, indices FxRectAppearance.poolSize = 40000 ; each particle can generate: 4 verts 6, indices FxPerpAppearance.poolSize = 25000 ; each particle can generate: 4 verts 6, indices FxOrientedAppearance.poolSize = 0 ; each particle can generate: 4 verts 6, indices FLBeamAppearance.poolSize = 68000 ; custom app from flalchemy.dll: each particle can generate: 5 verts24indices FLDustAppearance.poolSize = 25000 ; custom app from flalchemy.dll: each particle can generate: 4 verts 6 indices ;---------------------- total = 260000 -------; FxMeshAppearance.poolSize = 50000 ; generates meshes not particles; need enough of these for all tradelane rings in a system. FxParticleAppearance.poolSize = 10000 ; generates effects not particles
as you can see… greatly enlarged… and it works well… not my idea though… It was Firekiss or FoxUnit that i first saw this trick come from… now i think… it was both… Flak does the same thing… Firekiss wrote a tut on it… somewhere, been months now cant remember “exactly” were i saw this 1st… but it works
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I don’t think it’s a visual problem. It might be something hardcoded (an arbitrary limit), it might be something about aiming, it might have to do with how FL handles hardpoints/weapons/equipment/whatever. It could be a LOT of things…
If it was a hardcoded limit then they wouldn’t simply let FL crash surely it would be handled and there would be an error message, or the extra guns would simply not show up or not fire etc.
Surely. We aren’t speaking of Freelancer, the game where certain bugs are considered as features ::)