[Request Modding] Advanced Weapon Firing Arc Control, and Up the weapon/nav light Hardpoint limits.

Currently the firing arcs in Sins, and Entrenchment are pretty general. forward, left, right, and back. Which covers pretty much the entire 360 degrees around the ship in a 2d setting. It works to a point with vanilla sins ships because they were designed with those arcs in mind.

With modded ships, Especially ships that have weapons that should fire in a "limited" arc this poses a problem. With these general arcs we have instances of beams, and bullets firing through the firing ships own hull. Along with beams firing at some very ridiculous angles. There should be a modifier in ether the entity, or mesh point itself that should limit the angle of a firing arc to a user selected arc. If we chose a 45 degree arc left/right or up/down then that weapon should only fire at targets in the 45 degree cone of fire. Just a suggestion to make us modders happy ;)

Also please double, or triple the hardpoint limits. Right now you can only have 10 of any weapon or nav light. I understand the need for limiting weapons but NAV LIGHTS? I want to light my models up like a christmas tree! and i cant do that with just 10 points. Please up the limit. Thank you.

13,874 views 19 replies
Reply #2 Top

I will be happy with 20 flair points.

Let us focus on the advanced firing arc control, because i think that is more important. :)

Reply #3 Top

Let us focus on the advanced firing arc control, because i think that is more important.
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Agreed for the above points and a more limited firing arc and/or the option to restrict it further .... YES to advanced firing arc control!

Reply #4 Top

AYE!!!  I too vote for the advanced firing arc control, and hope that they add 2 new banks (UP&DOWN!!!) and the option to have 5 weapon types per unit type, and 5 squad types. (the GUI has room for a 5th squad type option).

Reply #5 Top

Hoping the devolpers consider this option for the next/final addon!

Reply #6 Top

Yeah, it would be really appreciated to do something about the firing archs. Or at least an option not to let a weapon fire if it goes through its own ship's hull.

Reply #7 Top

This won't make it into Diplomacy, but is certainly something we'll look into for future releases.  How do the modders feel about specifying the parameters for the cone equation to determine a firing arc for each weapon? Point of origin, height of cone (weapon range), angle from center, etc.

http://mathworld.wolfram.com/Cone.html

Reply #8 Top

just to say that if you guys find the time to add a Researchfloatmodifier SpeedAdjustment, a line in the ships of the entity file to say if the ship can phase jump or not and a target filter that allows to only target a specific kind of frigate (LF, LRM, etc...), i would be the happiest man ever :)

Reply #9 Top

@ LikeTheWhirlwind

That would be awesome! Such a thing is sorely needed by us mod-devs! Another very important point for us Babaylon 5 mod developers would be the upping of the hardlimit of weapons from 3 to 6 weapons per ship.

Another point I somewhere else mentioned is that after specifying cones of fire / firing arcs, we need to have the weapon emitters only fire when they face the target (emitters facing left would not show effects when shot at a ship on the right side)

 

@RS-fx

Second that!

Reply #10 Top

going down the route of advanced fire arcs a big deal, and I mean a really big deal. The problem is how do you handle vessels that have varying geometries? do you specify per weapon point? or do you allow a certian number of defined banks that weapons are assigned to? do you allow non symetrical arcs in alt-azimuth?

 

and then once you do all that have fun making an efficient weapon targetting algorithm that allows a lot of ships... :-p not to say it isn't doable, but just being able to set the arcs makes it necessary to open up the discussion about weapon assignment to hardpoints and how the AI groups and selects targets since you are no longer using the same quadrants for each vessel.

 

my personal opinion is that weapon points in the mesh file can be referenced in the entity file (and that individual weapon points can be reused by multiple weapons if desired) the weapon definition selects a defined weapon class (range efects, sounds, defined elsewhere) and specifies the alt azimuth -/+ limits for that hardpoint (based on the normal rotation) and then has a user defined bankID to reference for abilities or research (upgrade all weapons in bank0) This allows each weapon to be tweaked to properly fire from the hardpoint normal, and also allows a set of weapons to use a generic template.

 

the weapon class would have a targetclass priority list as well as the ability to specify a turret mesh (rotation speeds, reocil, number of barrels) and relevent parameters for all normal weapon damage, range, cooldown, sfx and effects

example:

addWeapon(<bankgroupname> XXXX, <hardpointname> XXXX,<weaponClass> XXXX,<minAlt> -35,<maxAlt> 45,<minAzm> -20,<maxAzm> 45)

 

to make this work the vessel would also need an overall targetclass priority list so that the ships primary and secondary targets would be enumerated and other weapons would fire on targets of opppertunity for thier best effect.

 

 

now make this run for 1000 ships at a time, with per projectile hit detection and user defined shield layering and effects and you'd have me :-p

Reply #11 Top

Even though we could say the more control the better, I would be glad to have even a basic support for controlling the firing arcs.

Reply #12 Top

I think that the ships should get rotating weapons it would fix these firing arc problems

Reply #13 Top

This won't make it into Diplomacy, but is certainly something we'll look into for future releases.
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@ LikeTheWhirlwind ... Future releases? Thanks for looking into this and looking forward to the future releases with it in!:)

 

Reply #14 Top

I think that the ships should get rotating weapons it would fix these firing arc problems
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This won't help to get eapons fire only at one specific direction. It might help you, but won't help the rest of us.

Reply #15 Top

I think that the ships should get rotating weapons it would fix these firing arc problems
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Looks great in HW2 ... perhaps in Sins2:)

This won't help to get eapons fire only at one specific direction. It might help you, but won't help the rest of us.
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Agreed ... am certainly look forward to the limited firing arc (or modable firing arcs - even better) ... in the future releases ...

Reply #16 Top

This won't make it into Diplomacy, but is certainly something we'll look into for future releases. How do the modders feel about specifying the parameters for the cone equation to determine a firing arc for each weapon? Point of origin, height of cone (weapon range), angle from center, etc.
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When you mention "height of cone(weapon range)" do you mean that each individual weapon of certain type could have its own range? This would be fantastic! Even better if it could have its own damage too.

And yes I am all for adjustable firing arcs. This would be fantasic also

Reply #17 Top

@ Developers (LikeTheWhirlwind)- is this still on the cards for future Sins patches ... or Sins 2?

Reply #18 Top

advanced firing arc control problem is the GRAPHICin the game itself, if we wanna some improvements somebody have to get that turret ROTATES not static in its firing direction aka firing projectiles through own's hull

Reply #19 Top

With firing Arcs adhereing to the rule that Hardpoints only fire when they face the direction of the target (ie they have the same direction as the firing bank) we could get rid of the problem of firing through the hull most of the time.