Kultorask Hardpoint issue (Visual)

Vasari Rebel Kultorask's hardpoints for planet bombardment seem to be from random points on the front of it. I'm sure that's not intentional.

10,505 views 6 replies
Reply #1 Top

Agreed.  I really think it should either come out of the central "eye" or the orbs on it's arms.

Reply #2 Top

Another minor thingy: The TEC Krosov Siege Frigates only use their left turret to launch bombs with. Bombing works fine but it still bothers me when I look at it...

Reply #3 Top

yea but that one has always been a bug! lol

Reply #4 Top

There are 4 bomb hardpoints on the FrigateTechSiege.mesh but in the entity file you see the following, which unlike weapons does not have anything for PointStaggerDelay which determines the timing between shots emitting from hardpoints.  If, with weapons, you have a pointstaggerdelay of 0.2 and there are 10 hardpoints on the front, then shots will come out of those 10 hardpoints at 0.2 second intervals -sort of like the Vasari Starbase firing effects.

There are other ships like the TEC siege capital that have more than 1 bomb hardpoint -are they only using 1 bomb hardpoint or both?

canBomb TRUE
hasBombingLevels FALSE
baseDamage 31.000000
basePopulationKilled 2.800000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
    weaponType "Projectile"
    burstCount 1
    burstDelay 0.000000
    muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1
        sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
    hitEffectName "Weapon_TechFrigatePlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 3
        sound "EXPLOSION_SUB4"
        sound "EXPLOSION_SUB4_ALT1"
        sound "EXPLOSION_SUB4_ALT2"
    hitShieldsEffectSounds
        soundCount 3
        sound "EXPLOSION_SUB4"
        sound "EXPLOSION_SUB4_ALT1"
        sound "EXPLOSION_SUB4_ALT2"
    projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"

Reply #5 Top

Quoting SemazRalan, reply 4
There are 4 bomb hardpoints on the FrigateTechSiege.mesh but in the entity file you see the following, which unlike weapons does not have anything for PointStaggerDelay which determines the timing between shots emitting from hardpoints.  If, with weapons, you have a pointstaggerdelay of 0.2 and there are 10 hardpoints on the front, then shots will come out of those 10 hardpoints at 0.2 second intervals -sort of like the Vasari Starbase firing effects.

There are other ships like the TEC siege capital that have more than 1 bomb hardpoint -are they only using 1 bomb hardpoint or both?
End of SemazRalan's quote
Seems like they only use 1 hardpoint.

Reply #6 Top

just found this post so...

 

http://i47.tinypic.com/zvxush.jpg - picture showing the bug

It shoots from center of mass and its weapons per bank show up all over the place.

 

 

 

 

those 2 points in the center are hangers

In the .mesh file THERE IS NO WEAPON 4, but 5 weapons are listed (5x = 0,1,2,3,4)

um....  think Ironclad forgot something....

this is probably why the "planet bombardment seem to be from random points" because its trying to find the correct point to shoot from.

 

 

I think 8 points of "Weapon-1" should have been labeled "Weapon-4"

there is also no Bomb point listed and only     NumPoints 52

 

trying to fix this bug but not sure how many weapons to give it checking the manual doesn't help

 

Weapons (Fore): 6 x Phase Missile Launchers / 6 x Hvy PulseWave Cannons / 4 x Point Defense
Beams / Ship-to-Planet Beam Cannon
Weapons (Side): 3 x Pulse Beam Projectors (Starboard / Port) / 3 x Point Defense Beams
(Starboard / Port)
Weapons (Aft): 1 x Hvy Phase Cannon

 

6... on a ship with 8 bits hmmmm