Ships mysteriously stop firing

Hello everyone.  I consider myself a pretty good modder when it comes to making some small time, personal mods, but this issue has me totally stumped.  I really liked one of the ships from the Maelstrom mod, so I imported it into one of the mods I use.  Everything is fine as far as textures, models, icons and infocards and everything go, and when using the ship in game, it works fine.  Missiles fire out of the correct ports, there are 3 functional weapons on it, etc.

However, the moment I modify any of the firepower values for the ship, all weapons completely stop functioning, and the ship only has the option to 'move' to locations - it can no longer target enemy ships.  I'm not changing any of the other .entity values for the ship, so I cannot understand why modifying the firepower (which I have done many times on other entity files) causes the ship to essentially lose all weapons and function like an unarmed ship.

Does anyone have any advice?  I'm playing Rebellion and using the most up-to-date convert data .exe.  I can modify other values in the ship's .entity file fine, but not firepower.  It's very bizarre.

3,230 views 3 replies
Reply #1 Top

I think your running out of....  um.... things..

I think sins has a limited number of......  "things" "stuff that can happen"

 

I had this issue when I made a ship that have 5 weapon system with 50+ turret points, I had them burst firing missiles in groups of 6, and then the other end I had them detonate as nukes, all with 3 sounds for launching sounds for detonation and sounds in flight, it looked amazing but 3-4 of these ships in combat and suddenly things stop shooting, this just face each other.

 

I assume the game has a limit of say 65,025 things that can happen, and this would include, My missile trails, FX on shooting, and detonation, sounds, trails generated etc.

I also had the same issue when I was burst firing a Beam laser 20x 0.3 burst with Animations on the turret and impact, and with a chaining beam that split to 3 other targets on impact.

 

 

Can you do a flat damage increase without changing any of the rates of fire etc?  Or is simply changing the damage and nothing else causing issues?

you can also check your Mesh in developer use "CTRL shift ." to bring it up then "c" entinity info and "Q" weapon states, to see if your ship has the correct points for shooting.

Reply #2 Top

Thanks for your advice, SilencedHawk.  Using dev mode, I've been able to narrow the issue down to a bizarre DPS issue.  I still don't understand it, but by using the dev mode, I've at least been able to verify that this isn't due to the mesh weapon hardpoints or anything like that.  I've also ruled out the number of "events" or "things" happening by removing sounds and reducing burst count for the weapon, then starting a new game where this was my only ship.  It was still broken and unable to fire.

What I have found though, is that this is all somehow tied to DPS.  My problem ship is a capital ship with 3 weapons, Weapon0: Side firing lasers; Weapon1: Main heavy missiles; and Weapon2: small, light missiles.  If I lower the DPS of any one of these weapons below a certain point (~10 DPS, although it appears to vary), all of the ship's weapons stop functioning and it only has options to 'move'.  I've verified this by only changing the flat damage, and by changing the weapon cooldown to increase/decrease rate of fire.  Once it goes above or below certain DPS' on even a single weapon, all weapons stop functioning.  Very bizarre.

I've never heard of it, but is there possibly some sort of minimum or maximum DPS value for Cap Ships?  Could there be some sort of game mechanic that is breaking because the ships DPS is too low or too high?  Perhaps this is just an unexplainable bug...?

Reply #3 Top

Quoting DrToxicity, reply 2
What I have found though, is that this is all somehow tied to DPS.  My problem ship is a capital ship with 3 weapons, Weapon0: Side firing lasers; Weapon1: Main heavy missiles; and Weapon2: small, light missiles.  If I lower the DPS of any one of these weapons below a certain point (~10 DPS, although it appears to vary), all of the ship's weapons stop functioning and it only has options to 'move'.  I've verified this by only changing the flat damage, and by changing the weapon cooldown to increase/decrease rate of fire.  Once it goes above or below certain DPS' on even a single weapon, all weapons stop functioning.  Very bizarre.
End of DrToxicity's quote

Might this ship have an antimodule weapon? If any ship has an antimodule weapon that deals more damage than other damage types, it will only be able to fire on structures, regardless if the "CanOnlyTargetStructures" option is set to True.