Avorion

Avorion

Flak Cannon Turret (2.0)
19 Comments
Drazhill  [author] 24 Aug, 2022 @ 5:31am 
Should be working with current update now. Let me know if you encounter any errors.
Panzer_freik 16 Aug, 2022 @ 11:49pm 
When is the update coming? He does not bind off
Drazhill  [author] 21 May, 2021 @ 2:45am 
This is to be used against ships. The normal anti-fighter turrest offer significantly lower stats as they are only meant to be used against fighters. So yes, they kinda fulfill two different roles.

Also, I just wanted to make this mod so I could use flak cannons on my Athos Destroyer :3
TheRandomFox 21 May, 2021 @ 1:13am 
Is this even necessary? I thought anti-fighter turrets already fulfil this role.
Engine Of Darkness 9 Dec, 2020 @ 12:51pm 
Yeah I know, I just had these slowdowns aswell and was trying to understand what happens and why.

I'm not even sure if that will ever get addressed by the devs, even though I hope they do (address the fact that calculating splash damage or w/e slows down the main game logic i mean)
Drazhill  [author] 9 Dec, 2020 @ 10:46am 
*sigh* don't think there's much I can do about that :'<
Engine Of Darkness 9 Dec, 2020 @ 8:25am 
Good mod weapon.



Sadly with big/complex Ship Designs (e.g. when using SDKs Overhaul - Ship & Station Generation ) multiple Flak Cannons turn into an immense stutter fest even in single player (on a Ryzen 2700x with 32gb ram, a vega 64 and the game being on an ssd).

Which probably happens with all "splash" damage weapons including the vanilla ones.

As others noted the effects you can observe when this happens can be

- ai ships moving kind of "stuttery" instead of smooth (when traveling in a straight line for example)

- ai ships spinning / twitching around while splash damage is dealt to a ship

- hull damage not being properly registered it seems (you might not get any damage indicators and then suddenly an explosion of numbers on screen), damage also is not registered until the calculations are done, so it might seem like you almost do no damage

----

And as soneone else noted, problems do not arise if just hitting a shield
Digan 3 Dec, 2020 @ 10:05am 
Oh thx @Remus that actually does make sense and its exactly what i thought was happening, just really wasnt sure if that was the case or not cuz it sounded abit off :P
Drazhill  [author] 2 Dec, 2020 @ 3:24pm 
I hope it is to your liking!
CMDR_Remus 2 Dec, 2020 @ 3:22pm 
All that said, this is EXACTLY something I was trying to make on my own, so THANK YOU so much for making this. I can't wait till I am off work to play with it!
Drazhill  [author] 2 Dec, 2020 @ 3:19pm 
Figured as much, just find it strange I couldn't replicate it if that's the issue... guess I just wasn't hitting enough blocks

Thanks for the info!
CMDR_Remus 2 Dec, 2020 @ 3:05pm 
@Drazhill @Digan: As far as I can tell, its a spike in calculations, because these are splashing lots of blocks at the same time, so its taking a moment to allocate the damage. If you have lots of penetrating weapons, you see the same spikes in lag or freezing while the server finishes calculating the damage. If you're hitting shields, its only keeping track of the shield damage, but if you are splashing lots of blocks with damage either from torps, or penetrating weapons like flak, or cannons, it'll do that from time to time.
Riftmaster 22 Nov, 2020 @ 9:08pm 
@Digan are you sure you're not just seeing those Xsotan quantum ships that microjump back and forth to dodge fire?

Digan 7 Nov, 2020 @ 9:18am 
Thats np, just thats what i get :) i can send u a picture of the modset i got, maybe u can figure out what could be causing it :)
Drazhill  [author] 7 Nov, 2020 @ 6:52am 
So, further testing. Added a ton of turrets, still cannot replicate the issue. Will do more testing later in different sectors.

Sorry I can't help right now.
Digan 6 Nov, 2020 @ 2:07pm 
Yeah, they do their damage, its just with multiple firing at once, didnt check with 1 but with multiple firing at once, when they hit hull, some ships freak out :P and its like the game is being under heavy ping X_X
Drazhill  [author] 6 Nov, 2020 @ 1:23pm 
Alright, so I've tried recreating the issue, but with the testing i've done so far, i haven't had any luck. Tried with low damage turret and high damage turret, yet they all dealt their damage on hit so far. I'll try again tomorrow when I have more time.
Digan 6 Nov, 2020 @ 12:44pm 
Yo bud, got a intresting issue with this specific mod it seems... when i fire the flak cannons, lets say i have 4 or so and fire at the enemy ship... they seem to spaz out but oddly enough only when their shields are down.... when i use flak cannon on the hull thats when the spazzing out of the enemy ship begins... its like massive delays after getting hit, that the hits actually get registered.. kinda like Ping, if u had high ping and hit some1.... it would affect em seconds or so later, same thing is happening here with those... after hitting the enemy, they spazz out, dont take damage for a second or two and only THEN the damage pop ups rapidly as to catch up ;/ tested it with only using these weapons and base games Minigun turrets or whatever they are called :) Only these so far seem to cause the delay of a sort :O Any chance u could look into it ? :)