Missile Explosions and Hull Damage Detection
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There is a fix for this and one that MU has been using for a while thanks to FriendlyFire all those moons ago.
http://monkeyuniverse.kicks-ass.org/capship_shield.zip
apply that file to your mod then change the shield link for your capships to
Shield_link = capship_shield.
hope it helps it did for us
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That works for shields; the problem is with hull, which I don’t think this solves.
I’ve been banging my head about this for a long time.
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Thanks Dragnite. As FF mentioned, though, the problem is with the hull damage not registering. Fortunately, with the custom hitboxes we made, we don’t have a problem with the shields.
I’m sure there has to be a fix for this problem somewhere…
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We had this problem in the UnderVerse until Wyno came to the conclusion that the reason missiles and torps were not registering hull damage was because the missiles and torps did not do a large enough explosion to reach the 0,0,0 center of a large ship.
Solution…increase the radius of the damage that missiles and torps do. Of course, the vanilla purists will complain that it messes up fighter combat. Find a balance, we did.
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Ya, the problem is that I’d need explosion radii of 3km to reach the centre of our capital ships. And, it really, really messes up fighter combat and can be exploited.
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Do all your missiles have to be guided? I suppose you could have missiles for use against fighters, and missiles for use against cap ships.
You could just make them regular guns with a missile effect…I’m not sure if you can add an explosion in place of the impact effect though.
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I summon the SUR experts!
I’m pretty sure the solution’s there.
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@ Ogu
What you suggested is what I’ll have to do if there is no fix for this…hopefully there will be a fix -
I agree that it’s a terrible solution.
I have no clue about modelling and surs, but is there someway to make ‘multiple’ centers for the ship model so that the explosion can hit one center but still damage the entire ship?
As an afterthought (and not likely a favorable option), I guess you could also have shields act as the hull of the ship. For example, give your large ship a shield that does not regen (or is very slow), and a very low hull strength. That way, missiles will still cause damage to the ship, wherever they hit. Once the shield goes down, a couple shots is enough to destroy the ship.
Another option, but again, its really not a viable option unless you want to rework all your ship setups.
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Sadly, I don’t think we’ll ever get a fix for this
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I’ve been unsuccessful in trying to test this with the vanilla game. Changing Flint to use the Osiris and Javelin’s [Explosion] radius to 0.001, full damage still occurs (hitting in the center, as well as at each end). Thinking there may be a difference between ship and solar, switched the DA_archetype of the Bloodhound to the Osiris, same result. Is there another radius I need to change, or is it particular to custom ships?
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I’ll wager it’s another MP-only issue.
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This has been bugging me with non custom ships like the liberty dreadnought, rheinland battleship, etc.
From your post, adoxa, are you saying you got a 0.001 radius missile to do full damage to an osiris? because that IS basically what i want…did you change anything else besides the radius? or did i read your post wrong?
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sona1111 wrote:
so theirs no way to make something like a…tracking gun bullet? Has properties like a gun weapon but tracks like a missile?The only way would be to make all your guns into missiles, but allow them to use the gun’s const_effect rather than the missile’s effect. Something like this:
[Motor]
nickname = admin_gun01_motor
lifetime = 0
accel = 0
delay = 0[Explosion]
nickname = admin_gun01_explosion
effect = gf_li_cruisedisruption
lifetime = 0, 0
process = disappear
strength = 100
radius = 10
hull_damage = 1000
energy_damage = 200
impulse = 0[Munition]
nickname = admin_gun01_ammo
explosion_arch = admin_gun01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 500000
detonation_dist = 15
lifetime = 25
motor = admin_gun01_motor
force_gun_ori = false
one_shot_sound = fire_no1
const_effect = ci_laser_02_proj
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 20000
seeker_fov_deg = 180
max_angular_velocity = 20
cruise_disruptor = false
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0[Gun]
nickname = admin_gun01
ids_name = 123456
ids_info = 123456
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
HP_child = HPConnect
hit_pts = 5000
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 100
refire_delay = 0.25
muzzle_velocity = 700
toughness = 25.4000000
projectile_archetype = admin_gun01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 180
lootable = false
LODranges = 0, 20I think you can also add a secondary set of hull_damage and energy_damage values in the [Munition] section (guns have them here) so you don’t have to rely on the explosion to do the damage.
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no, i was saying to do it in reverse. The problem is with the missiles, the guns work ok. If the hit detection could work like the gun bullets do (they dont need a radius to register damage), then all the rest of the stats could work like a missile.
in an unrelated question: does anyone know what that “strength = 100” in the explosion means?