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 Shamsy Electric Technologies - update 26/01/11 
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Post Re: Shamsy Electric Technologies - update 26/04/10
I can never get the Scarab UAV to fire in a timely manner. I'd thought it was just a long and somehow magically unpredictable spinup, but then I discovered that AI can use it. Anyone else have any solutions here?


Wed Apr 28, 2010 9:04 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
@Nocifer: The spinup time for the Scarab is intentionally shorter than the Coalition gatling gun, so the AI can burstfire. Just practice a lot.

@Miles and every other peeps who complained about the Apis' weak weapon: Yeah, forgot to up it from the single-fire incinerator. Has been resolved, wait for next update.

Also, about the homing missile, I think I need to put more boost. Will do that.

EMP nade or EMP missile launcher, Miles? The nades are simple enough, just don't 'overcharge' the throw. The missiles would drain the enemy's HP somewhat, so it should be a dropship sapper.

About the shells, they're the default ones CC used in vanilla, I believe there's a fix for it somewhere in Datarealms.


Thu Apr 29, 2010 3:08 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
carriontrooper wrote:
the Apis' weak weapon: Yeah, forgot to up it from the single-fire incinerator. Has been resolved, wait for next update.

Uh, if it goes from single fire to auto, with no other change, that's worse, right now one shot blows the guns out of my arms. and by 'my arms' I mean 'giant robot welded on thingies'

That's one shot, I'd hate to see it on auto, I'm afraid it would create some sort of singularity.

carriontrooper wrote:
Also, about the homing missile, I think I need to put more boost. Will do that.

um... if when it turns on it points strieght down... adding more force would just spike it into the ground... I think it just needs to be set to orient to velocity properly. although yes, more boost would fix the slow-down. it's 2 fixes it needs, not just one.

carriontrooper wrote:
EMP nade or EMP missile launcher, Miles? The nades are simple enough, just don't 'overcharge' the throw. The missiles would drain the enemy's HP somewhat, so it should be a dropship sapper.

I couldn't figure out either... mostly because the EMP Missile launcher seemed to insta-pwn everything I hit, and the grenade just seemed to make the screen shake and make whatever is near it bounce around like an epileptic at a speedcore rave.

carriontrooper wrote:
About the shells, they're the default ones CC used in vanilla, I believe there's a fix for it somewhere in Datarealms.

Yeah, don't use the vanilla ones and tell people "oh just go get this mod as well" thats like including a dependency on darkstorm or CRobo. you just don't do it. it's bad practice. If you went this far, its not much farther to make totally custom shells, or even just a 'puff of smoke' or something.


Thu Apr 29, 2010 5:14 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
There seems to be a problem with the armor on Apis... will fix that. I've tested the weapon, now it doublefires smoothly. Do note that the Incinerator is NOT to be fired while flying, as it will cause a disrepancy. I've buffed up the arms so the perennial de-armization of the mechs should not be seen again.

The EMP stuff works as intended, then.

Also, to eradicate all your acid shell problems. Not just this mod, but vanilla too. And every other mod that uses vanilla shells.
viewtopic.php?f=4&t=14650&hilit=ammo+fix


Thu Apr 29, 2010 11:16 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
If you use a TDExplosive instead of an AEmitter, you can have it transmit the actor's speed, meaning that there won't be a discrepancy.


Thu Apr 29, 2010 11:46 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
carriontrooper wrote:
Also, to eradicate all your acid shell problems. Not just this mod, but vanilla too. And every other mod that uses vanilla shells.
viewtopic.php?f=4&t=14650&hilit=ammo+fix


This may fix the vanilla acid-shells problem, but my point is still valid, its just bad practice to make a dependency on someone else's content.


--edit--

I also have an idea, Some of your mechs are to heavy for the vanilla dropships, and to make a stronger dropship, while cool, tends to cause other problems like being unusable for smaller things... So my idea is...


Mech specific drop-pods, that look like the mech is actually part of it, and then it 'bursts apart' into a few panels, the bottom, and the mech standing up. with the right fiddling you can make it not rape terrain... you could even make the plates used for something like shields or something (that you couldn't buy otherwise), since your spending however much gold anyway, you might as well get more stuff.

It's just an idea.


Thu Apr 29, 2010 8:57 pm
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 Re: Shamsy Electric Technologies - update 26/04/10
really epic , keep upgrading this mod.


Fri Apr 30, 2010 12:22 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
@Miles: Yeah, I'm also gunning for a drop-pod after I'm done with the DS, which should be big enough for the mechs.

Also, trying Abdul Alhazred's crab legs... doesn't work. The petsuchos still tips forward, dangit. Alhazred's legs work because the body it's attached to is symmetrical. Fthagn. Should I redo the whole petsuchos?


Fri Apr 30, 2010 4:25 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
Huh... Is it a center of mass problem? Or does CC hates asymmetrical stuff?

I don't know if it'd work if you shift the weight by attaching invisible attachments with mass onto certain position of the ACrab. Or just play around with the masses of the attachments on its back and front?

Again, I'm no modder. I really don't know.


Fri Apr 30, 2010 10:50 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
You'd probably do alright by trying to tweak the legs so that they move in different ways to offset the fact that they are moving different masses. If all else fails, make the center of the legs the same as the center of weight.


Fri Apr 30, 2010 1:14 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
Perhaps tweaking where the sprite offset is would prevent them from falling over.


Sat May 01, 2010 2:07 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
I really would like to see a Shamsy gunship using the Gunship R1 make. Perhaps it could be a bigger version of the Scarab UAV--Call it the Cicada, maybe?

Anyway it'd be nice to see, I really like this mod's style and I feel like the Gunship is too small to be anything but a medium sized UAV anyway.


Sat May 01, 2010 10:54 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
one more thing... that hover-drone thing is A) easily dissarmed B) easily blown up on accident, and C) boring.

alot of your guys use the same gun, I suggest at least giving the drone a different weapon. maybe a missile or a bomb, that you could fly over the target and fire, or hover above a target and drop them... or possibly even a laser (like the vanilla laser rifle only it fires less, with shorter reload times... you know little bursts...)


Sat May 01, 2010 8:12 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
LOL the one on the far right looks like one of the elite troops from F.E.A.R. the mech ones that just HAVE TO appear and bust through a wall just at the wrong time! im downloading testing later after i scan the forums for something else useful

This is dangerously close to a moderate offense. I won't put a warn on your record since you're not breaking the rule entirely, but take this as an unofficial warning. -Duh
TheLastBanana wrote:
Moderate Offenses
  • Posting in a thread just to say you're first and/or you have just downloaded it.


Sun Aug 22, 2010 12:46 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
This is a good mod, I enjoyed the Enforcers and the Sniper Rifle very much. Thank you.
But I might have enjoyed the Sniper a bit too much, isn't it slightly overpowered? It can EASILY shoot through walls.


Tue Aug 24, 2010 1:12 pm
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