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...and today, after opening that world again, the scipt is completely broken yet again. Nothing at all changed, but it doesn't work at all. Very disappointed. :(
As for the for the firing rate of the 25cm Rak, the optimal tuning value is the highest value that can be given while still having the weapons fire consistently.
mathematically speaking, this value can be calculated as
[firing rate] = 1/([reload time (in seconds) for specific gun]*100)
For example: the large ship railgun has a timing of 0.001f because
0.001 = 1/(10sec*100)
(Most of the time however the modders don't post how long it takes the gun to reload, forcing us to manually find out)
[continued]...
Though sure a weapon may feel more powerful when it fires slower, however the actual effectiveness of the weapon goes down as it is sending less rounds towards the target.
As an example, let's say we have a hypothetical weapon which when fired deals 300 damage (in some RPG combat system), and takes 6 seconds to reload.
If we fire it once every 7 seconds, we will be dealing roughly 42.8 damage per second.
However, the weapon only takes 6 seconds to reload! It sits idle for a whole second before firing, and if we were to instead fire it once every 6 seconds, we will be dealing 50 damage per second. the more guns we add, the worse this DPS deficit gets.
At the end of the day however, the timings are really a personal preference (and as you can probably tell I prefer performance above just about everything) and as such you are welcome to use lower values if you feel they are more balanced and less overpowered.
Also, if you ask me the 25cm Rak Should have a rate of 0.0009 instead of 0.0016 to feel slower and thus more powerful.
two banks of 25 RAK (port and strb).
I made two prgm blocks (A and B)
Two timers sequenerCyclerA and B
two toggle switches sequenceToggle A and B.
Put the prgm block into the timers (run them) and set the light on the hotbar. I toggle it on...all 5 fire...toggle it off...all 5 fire. :( What am I doing wrong here. Changed the names in code to reference the addition to the A and B. Rak Banks are named A and B as well.
Please help...I need to feel accomplished in at least one thing tonight on this damn game! lol
i set up the code such that nothing past the first 4 variable declarations needs to be modified. i have no idea what exactly you managed to do to cause that particular error. but in the future, this is how you set the name of a gun.
const string GUN_NAME = "your gun's name in quotes";
it is the first line of the second set of lines (line 5).
by default the line will read:
const string GUN_NAME = "Heavy Cannon 1500mm";
i hope that solves your problem, otherwise you may have found some underlying bug
amd the same for Line 41
Rapid Fire timer (one on hotbar): prog block on, sequencerCycler start, timer #2 on / off
Timer #2: prog block off, weapons on
sequencerCycler: prog block run, sequencerCycler start, timer #2 trigger now
It only worked for me when i used the sequencerCycler to turn the prog block off / weapons on, which is why i think it's being triggered one last time. Works great like this, though. Doesn't even need to be primed the first time (sequencer 'start' command included in rapid fire toggle).
I think the only reason your solution didnt work on my setup was the extremely short window it had to hit? Not really sure. If anyone has an issue with it, maybe they can try mine as a Plan B.
So for the record, the goal for me is an instant(ish) toggle, preferably with only one hotbar slot.
you need 2 timer blocks, which i will call A, and B, you will also need two slots available in your cockpit's hotbar.
enter this for A:
program block -> off
B -> trigger now (turns out SE has a funny idea of "now", the delay is not much, but its enough)
enter this for B:
program block -> on (this resets it for later)
[gun group] -> on
as for your hotbar, add these actions:
A -> trigger now
program block -> run
for whatever reason the script seems to need a moment to start back up, in testing i had to give it a second or two before it properly kicked in.
also, thanks for the reloadable rocket launcher timing, i added it to the list of presets
One request if you do a mode change... Might want to make it something that is present in large and small ship blocks, or easily editable in the script. I see some scripts use an interior light as a toggle.... but in vanilla, there IS no small ship interior light. =(
i'd gladly accept footage, though i will probably still make my own video to REALLY show what kind of nonsense you can do with it.
When switching rapid fire and simultaneous modes, I'm using the targeting lasers and terminal to see which guns are on. Switching the programmable block off and forcing the guns on causes one gun to stay off every time. I've seen this with a number of automated functions and believe it's an issue with the timer block.
I tried turning off the programmable block, the sequencer timer, and both while turning the guns on with and without a delay. The only reliable method was to delay the launchers being forced back on.
Even with a slight delay, the usefulness of the firing sequencer is in no way diminished for me. I'm going to put this on every damn thing I build that has guns. Maybe you should have a video that includes several people's creations to get some variety. I'd be glad to give you some footage when I've uploaded my ship, if you want.
as for the mode switch, i believe i cobbled one together once, here's what needs to happen:
1. turn the program block off
2. enable all guns (probably as a group for convienience's sake)
3. wait for guns to reload if you've just fired (this may be where your problem is)
to switch back to rapid fire:
1. turn the program block on
2. run the program
you can probably get away with using two timer blocks for this, one to switch to simultanious, the other to switch back. you MIGHT need two to switch to simultanious mode (theres no gaurantee the program will have actually stopped at the right moment, which might inadvertently turn off one or more guns)
and yes the firing rate is porportional to the ammount of guns present :D that was a MUST for me
as far as publicity goes, my guess is the old rule of "no pics no clicks", i really ought to make a video of this in action
I'm going to show it off as part of a small ship I've been crafting since FOREVER.. Hopefully you can get some more publicity from it, who knows.
There is one thing that did prove difficult, though I managaed to find a workaround. I'm using a toggle to switch between rapid firing the launchers one at a time, and all 6 simultaneously. At first doing so would cause one launcher to stay off. I used a timer delay to force them on, though it's a bit clunky. Do you have any suggestions to make it more idiot-proof?
Question: Is there a way to set the order the weapons fire in? I tried renaming in order and building in order, in case either of those were used. Apparently it's something else...?