Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
No sweat about the plasma firing slower than Mexpex's weapons. That's only fair, after all, since they don't require ammo.
I found the problem and fixed it, credits to you for the lead. Keen has a poorly worded line for MissileSkipAcceleration which I read as true if I want the object to fire and fly at the launch speed which were both 700 in this case. If that line is true keen fires as if the turret was stationary for some reason. I've fixed all my plasma's to not skip accel and added in accel values of 200 with speed variance of 20 for each plasma. They still fire slower than mex's by design but aim is much truer now that they follow relative grid velocity.
I just pushed the update enjoy the much more accurate and effective plasmas!
I've tried three times and can't figure out what I want to say, since I already told you, directly, that it isn't the launch speed. After I tested it, looking very carefully at what happened, because I remember you blew me off with more "launch speed" the last time we had this conversation too. I knew better then, and I know better now.
It's his Warfare 1.1.5 mod. Go try it yourself--I used the Telion dual cannons, "stacked" version, firing perpendicular to my axis of motion at higher than 200 m/s. The projectiles fired directly to the weapon's point of aim, with none of the sideways 'skew' yours would show at that speed, proving that they DO handle relative motion correctly.
If you try it yourself and still think it's the launch speed... then you have to be blind as a bat and I won't waste any more time arguing with you.
We have this line of GTF weapons made on purpose to be weaker and a bit more in-effective then the un-released other weapons we've got on hand. Most of our balancing comes in lower turret movement speeds, more inaccuracy and slower projectiles.
I asked him about it once though, and he didn't seem to understand what I was getting at; HE thought it was just increased shot speed. So maybe he fixed it by accident, or had a collaborator that fixed it without mentioning it, I dunno.
Either way, he's got it fixed, whether he meant to or not.
We may be able to do something about it on V2 but you won't see it in this current version as we aren't porting in anymore new features to this outdated buggy code. I gotta bribe zader to hack in updates to keep V1 alive as it is until we launch V2 lol.