Fighters

Performance Changes?

I'm modding the strike craft at present and am nearly done but am running into some issues...

  • Changing the acceleration/Deceleration settings seems often to produce no effect or minidump.
  • Changing the maxRollRate/RollAngle really is prone to minidump.
  • Changing the maximum speed has produced no noticable changes--though I am still experimenting with that.
  • Increasing fighter mass seems to have no real effect.

I'm assuming for fighter mass that it primarily would effect attraction/repulsion but I thought it would impact accel/decel as well.  I've upped it by 100x with no noticeable difference.

The  roll rate/angles I'm guessing might have set numbers only they will use--not just a linear progression?

What am I missing here?

 

10,550 views 9 replies
Reply #1 Top

Experimenting more...

Reply #2 Top

Well the problem with your buff is pretty obvious, you set the numEntityModifiers to 4 while you have 5.

I haven't checked the others but I know I've changed the speed on fighters before. Try setting Max speed or acceleration to zero, if they really don't work you'll know then.

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Reply #3 Top

Oops...I'm not sure if the number of modifiers was it but it just might be.  I'll go check.

Man...is my face red. Thanks for the spot! (that did fix it)

Reply #4 Top

Ok--I dropped values on speed and maneuver and all--as well as changed damage and it produces...all to ridiculous extremes and no change at all.

I've edited the fighter entities and the squad entities.  Is there something in gameplay constants or somewhere else?  Is this a bug with the new version?

For instance, 100 seems to be the max hit points for a single bomber--no matter if it is set higher.  Damage is not appearing increased after being set way higher.

I've taken a modded and unmodded bomber to see if one is faster then the other and no matter what the settings they arrive at the same time.

I'll go look in gameplay constant and then it's off to bed but I'd love to read thoughts tomorrow.

Reply #5 Top

I'm getting the impression that fighters and mines are not well understood areas of Sins. Where is the chorus of geniuses!?

I have the abilities working and no error reports or dumps but the base stats on the bombers remain the same--maxed at 100 hull (plus the ability effects).

No apparent speed or maneuver change at all--despite having put in substantial changes.

Clues?  Insights? Wisdom?  Must I destroy you all?

Reply #6 Top

Quoting Sinperium, reply 5
I have the abilities working and no error reports or dumps but the base stats on the bombers remain the same--maxed at 100 hull (plus the ability effects).
End of Sinperium's quote

Um, not its not. Granted I don't have version 1.21 yet, but I doubt they put a new limit. They don't get very popular for doing that.

I don't know what exactly you are doing wrong, but for the base stats I suspect you are modding one fighter entity but then not giving it to the hangar or carrier. Thus all you've been seeing is the unmodded fighter entity.

 

Reply #7 Top

For my testing, I've given the bomber to the Tech hangar.  I've edited the squad, string, manifest and entity files plus the ability and buff.  I've added several new strikecraft (two for each faction) but only the Tech Heavy Bomber is added and the tech hangars and cap carrier are equipped with it.  Only the hangar has the ability and buff for linked craft.

The hangar construction queue shows the correct name for the new type and it can be built and launched.  When you mouseover the squadron it shows the correct name and info but when you zoom in to the individual craft, it says "Bomber"--as in the generic one.

Here's the link to the mod (its 158kb for vanilla Diplomacy): FIGHTER-BOMBER

If someone wants to test it--only Tech has the new craft and just the one is modified--the Tech Heavy Bomber.

Reply #8 Top

Quoting Sinperium, reply 7
The hangar construction queue shows the correct name for the new type and it can be built and launched. When you mouseover the squadron it shows the correct name and info but when you zoom in to the individual craft, it says "Bomber"--as in the generic one.
End of Sinperium's quote

This is your problem. If you changed the name of both the squad and the bomber, you must not have changed the squad reference to the new bomber. In the squad entity time make sure this line...

fighterEntityDef "FighterName"

points to your new bomber, not the default one.

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Reply #9 Top

Thanks very much sir.  My education continues.

I am doing better--got it all together without minidumping errors and dev flags at least.(and there's more outside the little pack I posted).

I made the change and I had missed that--got everything above and below but missed that one line.  Whew.

I went through some mods after posting and looked at fighters and noticed everyone leaves the roll rate and roll angle alone--any reasons for that?